I am endeavoring that others. My ancestors
yielded to Roman valor. in their
turn. I am contending for honor and empire. and my valor.
– Hannibal of Carthage
Daniel Thorp (order #7365502)
. will be obliged to yield to my good fortune. Introduction
I am not carrying on a war of extermination against the
Romans.

and have their own vassals. Read this section carefully! These terms will be used through
While Domains at War: Battles can be enjoyed as a stand-alone the rules of Domains at War. friction.
About Domains at War 7
Daniel Thorp (order #7365502)
. along with an
adventurers. The map
Domains at War. Battles provides
comprehensive rules for playing out the results of epic battles on BASICS OF THE GAME
the tabletop using hex mapsheets and counters or miniatures. and happenstance to your
and conquer domains. explains the mechanics for laying sieges and
Domains at War are divided into two books: Campaigns and assaulting fortifications. by Warren Treadgold. The victor will earn the spoils of war
forces.
and begin to lead armies into pitched battles. Armies. designed to add chaos. if the Judge prefers a more abstract resolution. In Domains at War. by Edward N. participants are called players. organized into the following parts. A collection of domains under control of one
in the light shed by the brilliant military historians who have powerful leader is known as a realm. terms are generally introduced in bold when they initially
appear in the rules. and Warfare in the Classical
World. it was designed primarily for battles where the player
characters are in command. sometimes. and/or pillage
the domain of the enemy. At the strategic level. The rules of Chapter 5. explains how leaders recruit and train a streamlined resolution system (provided in this rulebook) or
soldiers and organize them into armies. Polybius. battles are resolved either with
Chapter 1. armies are maneuvered in
HOW TO USE THIS BOOK military campaigns to defend domains or seize new domains. The
of the Roman Empire. the defeated force may
maneuvering and supply armies. This system is ideal for resolving Finally. Armies are organized into divisions of units led by
commanders.
wargame. known as his personal
go wrong by consulting the following masterworks: Alexander domain. details the costs and characteristics of Domains at War: Battles rulebook). The book you are presently reading is the Domains at
War: Campaigns book. scale for strategic maneuver in Domains at War is 1 hex = 6
miles.
and control non-player characters (NPCs). Engels. counters. and have the opportunity to occupy. the
of those characters the focus of its gameplay. provides a streamlined system for resolving
the outcome of pitched battles between army-sized forces.
Battles. But my understanding of these works has been stronghold. provides rules for going to war. As leaders of domains and realms. Thucydides. and is an area of land secured by a fortified structure. by Hans Delbruck. where the adventurers are the defined game terms used throughout the rules. so it makes the deeds and decisions When a group of people sit down to play using ACKS. When two opposing armies move into the same hex. The other domains within his realm are governed by
the Great and the Logistics of the Macedonian Army. a battle
may result.
Antiquity. artillery. The system can also be
building strongholds or digging trenches. by John Warry.
The Introduction details the purpose. Characters
If you purchased the Complete Domains at War Set. by pitching a battle on a tabletop battlemap (discussed in the
Chapter 2. If a realm
W. and they take on the role of a
character (or. Glossary
bystanders or front-line participants. known as a
Xenophon. more than one character). and bolded again each time they are defined
When your campaign’s characters attain the heights of power or elaborated upon. the leader’s vassals might themselves
Grand Strategy of the Byzantine Empire and The Grand Strategy each control smaller realms. by Donald the leader’s vassals. the Glossary at the back of the book summarizes all of
battles between NPC commanders. and sources
for this rulebook. The chief In Domains at War. The Adventurer Conqueror King System: Domains at War . Luttwak. Battles. by Junius Brutus Wheeler. employed for PC-on-NPC battles. Vegetius. and siege engines. inspiration.
Domains at War is the product of a lifetime love affair with
ancient military history and role-playing gaming. Sieges. you’ll
played by players are referred to as player characters (PCs) or
have both the Campaigns and Battle rulebooks. campaign against enemy forces. A domain
Arrian. Siege Operations Adventurer Conqueror King System provides detailed rules on
and Military Mining.Campaigns
ABOUT DOMAINS AT WAR Chapter 4.
streamlined system for resolving the outcome of pitched battles
between army-sized forces. and are known as vassal domains. Maurice. Campaigns. such as armies commanded by NPC rulers. characters are not just dungeon crawlers
inspirations for its rules have been the classical writings of – they are leaders who rule domains and realms. or even to pit different PCs
against each other.
Introduction
Domains at War™ (D@W) is the mass combat supplement for
the Adventurer Conqueror King System™ (ACKS). A realm’s leader personally
illuminated these ancient sources. Warfare in establishing and managing domains and realms. It also provides rulebook is intended to quickly resolve engagements between
advanced rules for military construction projects.
You must have a copy of ACKS or a similar D20-based fantasy Domains at War uses hex maps to chart the movement of armies
role-playing game to use Domains at War: Campaigns. Vagaries. and tokens. conquer. Therefore the territory and terrain of any
rulebook contains the strategic and operational rules for realms and domains should be mapped on hex paper.
Chapter 3. Byzantium and its Army. the PCs will raise armies
of troops. then it’s time to
consult the Domains at War: Battles book. includes a variety of random tables
characters can raise armies. Equipment. The battle system in this
military equipment. your fantasy RPG Chapter 6. This at the strategic level. The is large and powerful. Any interested parties cannot controls one domain within his realm. One participant will take on the role of the Judge
assortment of mapsheets. Using the rules herein. The Campaigns book also includes a military campaigns. and reconnoitering enemy be pursued or besieged. Once the outcome of a battle is resolved. Plutarch.

Chapter 1: Armies
I am not afraid of an army of lions led by a sheep.
– Alexander the Great
Daniel Thorp (order #7365502)
. I am afraid of
an army of sheep led by a lion.

sword. For instance. Another quarter (rounded down. 2 wool blankets. Each week that
I 1d6+15gp
and mallet. leather armor
Heavy Infantry Any but Kobold or Goblin Spear. and leather armor
Mounted Crossbows Dwarf Crossbow. shield. Marcus’
retainer will be able to hire up to 181 heavy infantry. adjacent table. minimum 1) become
or realm. leather armor
Crossbowmen Man. and vassal troops. and waterskin. found when the realm lies within particular types of climates. scimitar. permission of the leader. leather or scale armor. Elf. The Mercenary The total number of mercenaries available of a given type is
Type table below shows the most common mercenary types.
Armies
Mercenaries are hired soldiers that will guard. scimitar. Hobgoblin. medium warhorse
Heavy Cavalry Man Lance. leather armor.
militias. sword.
**War Elephants are hired per elephant. One half of the crop (rounded up) become
along with the races that typically employ them and the default available within the week after the character begins mustering
equipment for the type. all mercenaries have the following equipment: military Class Mercenary Type mercenaries in markets
tunic. Dwarf. Gnoll Long bow. Hobgoblin 3 javelins. p. shield. there are 2d100 heavy infantry mercenaries in a
TYPES OF MERCENARIES Class I market. plate armor. Hobgoblin Composite bow. shield. 6 x composite bows. light warhorse
Medium Cavalry Man. by Realm Size table shows how many of each type of mercenary
are available in each size of realm and what time period is
Mercenary Type Races Default Equipment*
Light Infantry Any 3 javelins. Default equipment may vary with race troops. mercenaries must be market) with instructions to hire as many heavy infantry as
found and recruited to serve in an army. cloak.
Mercenaries are classified by how they are trained and equipped. Orc Short bow. and
campaign for anyone who pays their fee. or a character acting with the
market class (ACKS. Orc Arbalest. The crop of mercenaries
setting. he can. According to the Mercenary Availability by Market
Class table. scimitar. and any given realm or race might have mercenaries available during the second week. chain barded medium warhorse
Cataphract Cavalry Man. they
III 1d8+5gp
and grooming kit. Hobgoblin Lance. market for mercenaries. leather barded camel
War Elephants** Man Lamellar barded elephant. shield. chainmail armor
Light Cavalry Man. slave soldiers. 12). The remainder of the crop
of different types or equipment given the particulars of a Judge’s becomes available in the third week. Goblin. pair of sandals. The Adventurer Conqueror King System: Domains at War . The Mercenary Availability
are recruited from (usually human). This fee is per
V 1d6gp
type of mercenary. shield. small tent. which are levied involuntarily. short sword. lance. shield. may recruit mercenaries from
as noted on the Mercenary Availability by Market Class table.
VI 1d3gp
AVAILABILITY OF MERCENARIES IN MARKETS
All characters can hire mercenaries from markets to serve in AVAILABILITY OF MERCENARIES FROM THE REALM
their armies. warhorse
Camel Archers Man Composite bow. shield.
In addition to the weapons and armor noted for their troop Finding and hiring
Market Cost Per Week Per
type. camel
Camel Lancers Man Composite bow. laborer’s tools. An army is made up of all the soldiers from all sources that and elven settlements. Elf. leather armor
Bowmen Man. camel
archers are only available in desert realms. 2 saddlebags.
Mercenaries 9
Daniel Thorp (order #7365502)
.39-40) within which they are recruited. 4 stakes cost money. patrol. throughout his entire realm to serve in his army. short sword.Campaigns
In order to wage war and fight battles. followers. The availability of mercenaries will depend on the A domain or realm leader. Exotic troops are
available only at the Judge’s discretion (see Exotic Mercenaries. chainmail armor. shield. Elf. short sword. short sword. lances. the adventurers are in the
II 1d10+10gp
Cavalry mercenaries will also have saddle. The soldiers in an in Chaotic-aligned settlements. Missile-armed mercenaries will have 20 must pay the fee listed on the
IV 1d6+3gp
rounds of ammunition. or consists of particular types of terrain. leather armor. backpack. Doing so takes
Mercenaries will be of the prevailing race of the settlement they longer than recruiting from markets. Elf Composite bow. plate armor. lamellar barded med. dire wolf or giant boar
*Default equipment may vary with race. lance.
which in turn dictates how they are used in battle. Unlike conscripts and EXAMPLE: Marcus sends a retainer to Aura (a Class I
militias. sword. Humanoid troops may only be found
are under the command of a particular leader. Orc Spear. called a crop. conscripts. sword. short sword. short sword. Elf. Goblin Sling. Certain troops can only be
army can be drawn from six sources: mercenaries. shield. light warhorse
Horse Archers Man. The GM rolls 2d100 and gets a 181. a leader must have an Dwarven and elven troops may only be found in dwarven
army. leather armor. shield. chainmail armor
Longbowmen Man. banded plate armor
Slingers Man. sword. sword. mess kit. available in the market replenishes at the end of each month. lamellar armor. see the Troop Characteristics Summaries for details. shield. chainmail. bridle. mule
Beast Riders Goblin.
MERCENARIES p.

. A loyalty roll is made by rolling 2d6. .000) for purposes of rolls on the Reaction to Hiring Offer
Mercenaries may have additional bonuses or penalties to morale
table. In the third season. .000gp. 12) increase their morale score by +1. 24 40 . . Loyalty rolls are made any time the mercenaries suffer a
below.
remain elevated even when a new crop of mercenaries becomes
so his cost is 6. . .
rolls 12 times on the Reaction to Hiring Offer table. 42 . . prices for that type of mercenaries throughout the
and hiring heavy infantry in the countryside. . . . . . .
based on working conditions. . . . . . 60 .000 mercenaries. . -
War Elephants 360 . Morale
the heavy infantry brigades accept his offer. All of these factors should be considered by the Judge. representing 100% of
Just because mercenaries the empire’s crop of heavy infantry. making it far too time-consuming to recruit them race and type. . -
Bowmen 9 . . . -
Mercenaries 11
Daniel Thorp (order #7365502)
. . Prices for heavy infantry
Realm Cost Per Time Period
Size Per Mercenary Type are available does not are therefore increased by (100% . he must pay a
realm increase by a percentage amount equal to the percentage
fee of 2d6+1 x 1. . . .000 or more heavy infantry. . -
Camel Archers 30 .
(2. This table replaces the GP Wage per Month table found calamity. . . The Judge divides these
into 12 brigades of 2. . The Tarkaun higher. . A calamity includes routing from a battle. .
so his cost is 11. . -
Horse Archers 45 . Mercenary
March 2d4 x 10gp
King System (p. adventurers in
Domains at War generally hire large numbers of mercenaries at by Mercenary Type table shows the morale of mercenaries by
once. .
available. In the second season. 49). .
EXAMPLE: After three seasons of recruiting. Human
formations of companies (120). 21 . . . and finding the result
Mercenary Gp Wage per Month
Mercenary Type Man Dwarf Elf Kobold Goblin Orc Hob. .000gp. -
Beast Riders . . as MERCENARY MORALE
Duchy 4d20 x 10gp
per the rules in the All mercenaries have a morale score. 45 . . The Judge should divide the mercenaries into penalty for being light infantry. 25) for examples. 11 of Morale score modifies loyalty rolls and morale rolls. . See the Troop pay for a month. . . . -
Camel Lancers 45 . -
Longbowmen 18 . . or going without
and armor might have a better or worse wage. his rolls a 10+1=11. . 45 . So long as the
mean they will Tarkaun continues to employ 48. . for the Unit
After they are hired. The Base Morale
However. Ending Battles (p.000 mercenaries each. 90 . -
Heavy Cavalry 60 . morale will be low. . 10 2 3 6 12 18 27 35 40
Heavy Infantry 12 18 24 . . Mercenaries per month. he rolls an 8+1=9. 3 . .000gp. bowmen. .Campaigns
If more than 50% of the crop of mercenaries available in a realm
EXAMPLE: Each season that the Tarkaun of Aura is finding
are hired. Gnoll Lizardman Bugbear Ogre
Light Infantry 6 . . See Chapter 4. the Tarkaun
Armies
HIRING MERCENARIES has retained 48. -
Light Cavalry 30 .50%) 50%.
Kingdom 4d12 x 100gp
must be recruited
Principality 5d6 x 100gp
through negotiation. . break point.000gp heavy infantry wages in the Empire will be (12 x 150%) 18gp
Empire 2d6+1 x 1. or slingers.
over 50%. 75 . . 72). . . . morale is based on their training and equipment rather than
Barony 2d6+1gp the personal magnetism of their employers. . . . .000gp. until less than 50% of a crop is employed in the realm. . . 9 15 24 45 50 80
Slingers 6 . . 150 . . -
Cataphract Cavalry 75 .000gp automatically serve the
character. In the first season. . . . .
Continent 6d10 x 1. . .000 heavy infantry. If the mercenaries are being killed
frequently or subjected to other abuses. or brigades veterans (see p. . Note that beastmen troops do not suffer a morale
individually. . 12 . -
Medium Cavalry 45 . adding the
Characteristic Summaries (p. morale score and any other adjustments. . . mercenaries must be paid the monthly Morale table and break point rules. . . Note that troops with alternative arms 25% or greater casualties. . -
Crossbowmen 18 24 . This represents prices rising due to scarcity. he rolls a 5+1=6. . 55 . it might be
24. The Adventurer Conqueror King System: Domains at War . -
Mounted Crossbowmen .
wages listed on the Mercenary Gp Wage per Month table.000 heavy infantry mercenaries. meaning he has rolls are made during battles when casualties exceed an army’s
recruited 22. suffering
in the ACKS core rules. . being out of supply. . 15 33 . battalions (500). . which represents their
Country 4d10 x 10gp
Adventurer Conqueror willingness to fight and die for their employer. 3 6 . If
EXAMPLE: The Tarkaun of Aura is attempting to recruit
the mercenaries are enjoying riches and excitement. Prices will
so his cost is 9.

. . no pay for a month) EXOTIC MERCENARIES
From time to time. . . preferring Ooze x20
to be deployed to patrols. supply costs. and punitive expeditions Undead x20
against peasants. .
Fanatic Loyalty means the mercenaries have become dedicated Type of Exotic Mercenary Cost Per Time Period Multiplier
and sworn servants of the character. . real fighting leads to real dying. . loss of supply. . . . . and specialists necessary to handle it). below. -
Bowmen -1 . . .
continue in the character’s service. . . damage by weapon). . Multiply the cost required
Loyalty means that the mercenaries will continue in the per time period by the multiplier shown on the table below. . . the average
troops are suffering from more than one calamity at once. -
Medium Cavalry +1 . characters might hire exotic types of
Enmity means that the mercenaries consider the character an mercenaries. the rules above. . . . . . 0 0 . . . . Divide the number listed for the
in no circumstances will they risk a further battle or calamity. . elven
12+ Fanatic loyalty and dwarven mercenaries are already equivalent to veterans. . . throw 11+. +1 . -
War Elephants (riders) +2 . type available. +1 . . . . . They will immediately leave his service. -
Longbowmen 0 0 0 . . . but sees no better options. -
Mounted Crossbowmen . . -1 0 .)
Roll whenever a calamity occurs (routing from a battle. . . . +1 +2 . If
a result of grudging loyalty is rolled on two consecutive morale If available. refer to the row for “Exotic” mercenaries on the
such as right after being paid or reaching a safe stronghold. constructs. .
Unit Loyalty Mercenary units with experience of real war are known as
veterans. . . . Veterans will generally be 1st level fighters or explorers. -
Crossbowmen 0 0 . +1 . . they monster in ACKS. . veterans
3-5 Resignation must be paid an extra 12gp per month above the standard wage
6-8 Grudging Loyalty for their type. . Fanatic Loyalty can never result from going without Animal. and Vermin x20
Mercenary Morale
Mercenary Type Man Dwarf Elf Kobold Goblin Orc Hob. If the dead mercenaries collect no wages! As a result. . Gnoll Lizardman Bugbear Ogre
Light Infantry -1 . . . there human mercenary is a 0th level normal man (1-1 HD. -
Cataphract Cavalry +2 . create almost any exotic unit imaginable. -1 . . 0 -2 -1 0 0 0 +2 +2 +2
Heavy Infantry 0 0 0 . . Up to 25% of human mercenaries hired (e. +2 . . . Animal. supplies. -
Horse Archers +1 . and other characteristics for virtually every
stage a coup. the mercenaries will leave the character’s service. -
Heavy Cavalry +2 . 31). . . .
Adjusted Die Roll (2d6) Result They will have morale scores 1 point higher than the base morale
2.
character’s service with enthusiasm. . +1 . After all. .g. 0 0 0 +2 +2 +2
Slingers -1 . . . . -
Light Cavalry +1 . -
Camel Lancers +2 . . . . However. If possible they will resign at an advantageous moment. . -
12 Mercenaries
Daniel Thorp (order #7365502)
. . All future loyalty rolls will Animal x1
be at +1. . The Exotic Creatures Roster (p. 0 . If the character creatures. 100
9-11 Loyalty out of every 400) may be veterans. 25% or
greater casualties. . . .
Resignation means that the mercenaries leave the character’s To determine the number of exotic mercenaries of a particular
service. -
Camel Archers +1 . 0 . (Being 1 HD creatures. Prehistoric/Giant x8
Construct x10
MERCENARY VETERANS Fantastic Creature x10
Most mercenary units try to avoid actual warfare. Enmity for their troop type. (Total monthly cost includes the cost of the
Grudging Loyalty means the mercenaries are reluctant to creature’s wages. . If the character is opposed by a strong enemy. but Mercenary Availability tables. . garrisons. +1 . such as trained animals. . . . . . . . . provides
is personally vulnerable. market/realm by the creature’s total monthly cost on the Exotic
Creatures Roster. exotic mercenaries are found and hired according to
rolls. If recruited into a leader’s army. -
Beast Riders . attack
is a -2 penalty on the die roll per calamity after the first. +1 . finding exotic mercenaries costs more
than finding common mercenaries. . or fantastic
enemy. the mercenaries may attack him or wages. . for the adjusted die roll on the Unit Loyalty table. The players and Judge can use this roster to
will seek employment with the enemy leader. Wild x3
pay – treat such results as Loyalty.

.g. . light
1. . . . . .319) 29. . . .200 families. . The Judge consults the Exotic Creatures and trained must be paid more (see below). The nature. . He can recruit an additional 20
conscripts (from the 200 families that joined his domain). . . clubs. . . conscripts can be trained to become professional
cost.
served the Auran Empire’s legions. or over a period of time. . . . . they can only be equipped with
Empire campaign setting.000/ Once levied. . 60 60 . -
Cataphract Cavalry 6 . -
Heavy Cavalry 10 . . golem EXAMPLE: When the campaign begins. packs of trained sabre-tooth
tigers might be readily available. 60 . . -
Camel Archers 15 . . . . . . . .000gp. -
Crossbowmen
Beast Riders . -.319gp/month. The Adventurer Conqueror King System: Domains at War . 90 90 90 90 90 60
Slingers 60 . Horse archers must be drawn from those capable
conscription can be done all at once. have morale scores of -2. . . -
Bowmen 60 . -
Mounted . -
Horse Archers 15 .Campaigns
The Judge should adjust or amend the availability and cost of If conscripts are killed. The cost in gp to find the lammasu is equal to the animals. -
Mercenaries 13
Daniel Thorp (order #7365502)
. 60 60 . . and cost of exotic troops available army of 100 conscripts from his domain. . they can only be replaced through
exotic mercenaries based on his particular campaign setting. . e and cross-indexes “exotic” and “empire”. . . . 50% of conscripts
lammasu costs the Tarkaun (8 x 10 x 1. . TRAINING CONSCRIPTS
He sees that the number of exotics available equals 39.
Roster and notes that lammasu have a total monthly cost of
1. . The die roll is an 8. Conscripts who are better equipped
in the empire. Turning to the Mercenary Availability by
Realm Size table. . . type. the available number of Heavy cavalry must be drawn from those capable of being both
conscripts likewise changes – a reduction in population means heavy infantry and medium cavalry.
In a savage and pre-historic world. He can conscript and maintain a standing
unheard of. -
Camel Lancers 6 . .
are strictly at the Judge’s discretion! Marcus has lost 50 conscripts to battle. 60 . -
Light Cavalry 30 . . 6 6 . .
that some conscripts will have to be released from service. . .000gp) multiplied by 10 (because they are Any peasant able-bodied enough to be conscripted in the first
fantastic creatures). and cannot become cavalry. 50% have
Hopefully they agree to his terms!
the agility and vision to be slingers. . for instance. . 30 . so leaders should track conscript casualties. population growth. not every conscript can
qualify to become every type of troop. . .
Qualifying Number (Per 120 Conscripts)
Troop Type Man Dwarf Elf Kobold Goblin Orc Hob. conscripts will carry no weapons or armor. 20 . . -
Medium Cavalry 20 . or daggers. so only 8. there are (39. . Up to 1 conscript per 10 peasant families can be levied both heavy infantry and bowmen. . others are nearsighted and
base cost for finding mercenaries in an empire each season cannot become archers. . . . . However. . . 120 .5% can qualify. .
spears. . Six months later.000 families. but his domain has
grown to 1. Gnoll Lizardman Bugbear Ogre
Light Infantry 120 .
has restored the Imperial glory of old.). . Conscripts must be paid
The Judge first checks to see how many lammasu are extant wages of 3gp per month. etc. -
Crossbowmen 60 60 . .
(2d6+1 x 1. 120 120 120 120 120 120 120 120 120
Heavy Infantry 60 120 60 . 15 . 12 .5% can qualify. . If of being both bowmen and cavalry. . 30 . -
War Elephants 15 . bowmen or crossbowmen. 15 . . .
Armies
EXAMPLE: In ancient legends. . This can qualify. . The Judge decides have 1d4 hit points each. . . . . 60 . infantry. -
Longbowmen 30 . . quarterstaffs.
have the fitness and discipline to be heavy infantry.6 lammasu available.000 / troops in the same varieties as exist for mercenaries (e. so only 12. . and fight as
this is reasonable given the context and history of the Auran
normal men. Unless trained. . so only 25% of conscripts
without impacting domain morale or domain revenue. Since lammasu cost 1. rounded to 30. Marcus’s domain
mercenaries might be available while sabre-tooth tigers are has 1. Some lack any talent with
One-half of this crop of lammasu are found in the first
season.319gp/month.
The leader of a domain can permanently conscript peasants into Longbowmen must be drawn from those with the qualities of
his army. . . in a steampunk setting. while Cataphract cavalry must be drawn from those capable of being
an increase in population allows for increased conscription. so finding half the place can be trained to be light infantry. . The Tarkaun decides he
wants to raise a unit of lammasu for his legions to prove he When recruited. 60 . . horse archers. flights of lammasu allegedly
giving him 70 conscripts.000gp) 80. .
the number of peasant families changes.
Up to 25% have the skill and seat to be light cavalry and only
CONSCRIPTS two-thirds of those (17% of the total) to be medium cavalry.

600gp
Cataphract Cavalry 12 months 48gp 170gp 750gp 968gp 58.540gp
Wolf Riders 6 months 12gp 85gp 820gp 9179gp 55. Trained conscripts have the same levying 2 peasants per 10 families. suffering 25% or greater casualties. bowmen. They must be paid the militia is sent home. families. Note that conscripts cannot voluntarily leave their leader’s
The Qualifying Number of Conscripts table summarizes these service. trained conscripts will
recruited from a pool of 120 conscripts.080gp
Camel Archers 6 months 12gp 85gp 261gp 358gp 21.340gp
War Elephants 6 months 48gp 340gp 8. like conscripts. out of supply.200 / 10 x 2) 240 militia. and have -2 morale.
until the militia return home. Conscripts may have additional bonuses or When recruited. the loss of domain
wages appropriate to their troop type.520gp
Crossbowmen 1 month 1gp 9gp 144gp 154gp 18.360gp
Slingers 1. use the Unit Loyalty table (p. Marcus’s domain
levied. He must also provide domain revenues are reduced by one family. from loss of able-
for the equipment for the troops.
instance.020gp
Boar Riders 6 months 12gp 85gp 1530gp 1. morale and family revenue is permanent. 23). conscripts have a morale score representing conscripts.200 . fight as normal men. heavy infantry. They
Conscripts make morale rolls during battles when casualties must be paid wages of 3gp per month while called up (or more
exceed their army’s break point. his domain is permanently
domain morale gain a one-time +1 increase to their morale reduced to 960 families. ranging from one month for light In addition to conscripting peasants. (Remember. families can be levied into the militia.
stock follow similar rules at slightly different breakdowns. and his domain morale is reduced by 2 points. and by 2 points by
the default troop types.
CONSCRIPT MORALE EXAMPLE: Marcus needs more troops than just 70
Like mercenaries. Militia can be improved through training.320gp
Light Cavalry 3 months 3gp 30gp 273gp 306gp 18. below. or going without pay for a month. The Training and Equipment bodied manpower.360gp
Horse Archers 6 months 12gp 85gp 308gp 405gp 24. will now produce revenue as if it has (1. have only
penalties to morale based on working conditions. and medium cavalry. The Judge can create become mercenaries or brigands. Conscripts levied from domains with Apathetic or
Demoralized domain morale suffer a one-time -1 decrease to TRAINING MILITIA
their morale scores.300gp
Medium Cavalry 4 months 8gp 45gp 403gp 456gp 27. During this time.340gp
Heavy Infantry 1 month 1gp 9gp 118gp 128gp 15. dwarven.5gp 13. shows the time and cost to train levying 1 or fewer peasants per 10 families. so only 5% can routing from a battle.
their willingness to fight and die for their employer. These penalties remain until
characteristics as mercenaries of their type. If militia are killed. assuming each marshal is training 60 troops. marshals (p. and humanoid racial When a loyalty roll is called for. conscripts from a pseudo-Mongolian kingdom might
all qualify as cavalry.)
Forces drawn from elven. conscripts have a base morale of -2. the leader of a domain can
infantry to a full year for cataphract cavalry.627gp 97.
MILITIA
Training troops takes time.5gp 11. being
qualify. so such results actually represent desertion.606gp 43. and so on. Up to 2 additional peasants per 10
the leader who levied the troops incurs costs for ammunition. showing the number of each type of troop that can are released from service by their leader. When Marcus loses his entire
Conscripts levied from domains with Steadfast or Stalwart militia in a disastrous battle.620gp
*Per troop. also levy a peasant militia. He decides to call up 2 militia per 10 families.240) 960
conscripts have a base morale appropriate to their troop type.
scores. For will return to their farms.
training gear. militia have no weapons or armor.360gp
Heavy Cavalry 6 months 12gp 85gp 563gp 660gp 39.
conscripts suffer a calamity.940gp
Bowmen 2 month 2gp 18gp 76gp 96gp 11. and loyalty rolls any time the if they are trained).5gp 11.048gp 8.480gp
Camel Lancers 12 months 48gp 170gp 321gp 539gp 32.5gp 84gp 97.480gp
Longbowmen 3 months 3gp 30gp 103gp 136gp 16.5 months 1.030gp
Mounted Crossbowmen 4 months 8gp 30gp 179gp 209gp 12. a calamity includes
Training and Equipment Time and Cost
Troop Type Training Time Marshal Cost* Training Cost Equipment Cost Total Cost (Troop) Total Cost (Unit)
Light Infantry 1 month 5sp 9gp 85gp 94. Domain morale is also reduced by 1 point by
Time and Cost table. For each peasant levied. If conscripts
results.
14 Militia
Daniel Thorp (order #7365502)
. 12). When first yielding him (1. just as with 1d4 hit points each.
mercenaries. After they are trained. while untrained conscripts
additional tables to create specialized nations or races.

leather armor)
51-70 Light Infantry (spear. The Adventurer Conqueror King System: Domains at War . Defiant. net. chain mail armor)
86-100 Heavy Infantry (spear. Militias levied
outbreak of war. when he conditions.
calls up his militia he has a fighting force of 120 light infantry Militia make morale rolls during battles when casualties exceed
and 120 heavy infantry. hand axe. shield. Composite Bowmen are treated as Longbowmen for wages and morale. militias cannot voluntarily leave their
Training and equipping a militia is a very expensive proposition.
militias have a base morale of -2.
from tracking the age of each militia member and accounting When a loyalty roll is called for. shield. leather armor. This means an unfortunate or uncharismatic leader
equipment with them. light warhorse)
Bards. shield.
for their deaths due to disease and so on. leather armor)
91-100 Slingers (sling. His total cost is [(120 x 127) + (120
a one-time -1 penalty to their morale scores.
fight as the appropriate troop type. The other 50% are trained as light infantry. 131). hand axe. Should the domain’s morale ever become militia are voluntarily released from service by their leader. suffer a calamity. leather armor. 50% qualify to be
Armies
from domains with Steadfast or Stalwart domain morale gain a
trained as heavy infantry. or going
to pass their arms and skills on to their heirs when they become without pay for a month. medium warhorse)
21-35 Light Cavalry (3 javelins. net. sword. hide armor)
86-100 Hunters* (spear. they
Turbulent. so that he can train them. leather armor)
71-85 Hunters* (spear. shield.
Militia 15
Daniel Thorp (order #7365502)
. They must be MILITIA MORALE
paid wages appropriate to their troop type. leather armor)
*Hunters are treated as Light Infantry for wages and morale. 2 swords. If trained. Militias also consider each season of
no longer capable of serving. sword. plate armor. or Rebellious (see ACKS. leather armor)
Barbarians (Skysos)
01-25 Light Infantry (spear.
Once equipped. shield. chain mail armor. which takes 1 month and 127gp
one-time +1 bonus to their morale scores. shield.5)] 26. light warhorse)
71-85 Medium Cavalry (lance. hand axe. Chapter 6. shield)
71-85 Heavy Infantry (two-handed sword. When the militia are called up again. scimitar. lamellar armor. p. When first levied. additional bonuses or penalties to morale based on working
However. militias have a
EXAMPLE: Marcus has called up 240 militia prior to the base morale appropriate to their troop type. they will take their militia. use the Unit Loyalty table (p. sword. short sword. or attack the leader. & Mystics
01-10 Heavy Cavalry (lance. If
It also carries a risk. 12). might find himself fighting heavily armed. shield. being out of supply. chain barded medium warhorse)
11-20 Medium Cavalry (lance. leather armor)
51-70 Horse Archers (composite bow. leather armor. Trained militia will have the
same characteristics as mercenaries of their type. well trained forces
they will respond to the call with their equipment and be able to rather than peasant rabble. shield. will return to their farms. just as with mercenaries. hide armor)
26-50 Hunters* (bola. sword. leader’s service. battle axe. hand axe. Like conscripts. Militias levied from
each. should Marcus go to war in the future. Militia may have
x 94. scimitar. lamellar armor. the members of a peasant militia are assumed suffering 25% or greater casualties. and medium warhorse)
86-100 Light Cavalry (3 javelins. A calamity includes routing from a battle.580gp. club. shield. and loyalty rolls any time the militia
peasant levy. shield)
Barbarians (Ivory Kingdoms)
01-25 Hunters* (bola. sword. but may desert. dagger. banded plate armor)
56-80 Light Infantry (2 swords.Campaigns
If militia are trained and then sent home. shield. leather armor. as noted above). Militia morale is similar to conscript morale. leather armor)
81-90 Bowmen (shortbow. any rebels will be drawn from the
Follower Type and Equipment by Class (cont.5gp each. leather armor)
51-70 Bowmen (shortbow. 3 javelins. hand axe. rather than just a poorly-armed their army’s break point. scimitar. shield.
Keeping the Peace. This assumption frees the Judge continuous campaigning to be a calamity. taking 1
domains with Apathetic or Demoralized domain morale suffer
month and 94. 5 darts. betray. leather armor. Bladedancers. leather armor)
26-50 Composite Bowmen* (composite bow. on next page)
Die Roll (1d100) Type and Equipment
Barbarians (Jutland)
01-25 Bowmen (shortbow. shield)
26-50 Light Infantry (great axe. light warhorse)
36-55 Heavy Infantry (pole arm. (In addition he has lost out on the domain
revenue he’d have gained during this time.

faster-breeding. candidates must be able-
available in the market or realm.700 . . 85 . consult the funds would be paid to the owner rather than the slaves. .620 2. . . One marshal (p. . . . . categories of human. -
Mounted . . 85 175 .600 . . See the Slave Troop Type table below. . . the slave soldiers can be
outright. 1. 63) will be suitable in
BUYING SLAVE SOLDIERS
age. wishes to buy slave soldiers. . .525 . Memet Chaotic societies. Weaker. or simply “different” races might etc. . . . . -
Bowman 275 . 415 . slave
candidates to oversee this process. . capture.115 1. . . but are actually Besherab nomads
captured as youths. 248) for the five age
replace native-born troops. p. . The Adventurer Conqueror King System: Domains at War . 1. slave of 40gp each.700 . . 1.Campaigns
AVAILABILITY OF SLAVE SOLDIERS cost equal to the standard wage for their troop type. purchase promising candidates and train them to become slave
slave soldiers will replace 10% to 90% of the mercenaries soldiers. . . . . .
Occupying.125 . . . In
Kemesh.
more candidates can be “commissioned. To be amenable for training.
Finding and buying slave soldiers has the same time
requirements. slave soldiers cost 3gp per month in
slavers to abduct likely candidates. and physique to become slave soldiers. 5.115 . but the
To determine the availability of slave soldiers. so there will be 65 camel lancer levying militia.
soldiers might be hired from their owner rather than purchased
After their five years of indoctrination. .
Gp Cost per Slave
Slave Troop Type Man Dwarf Elf Kobold Goblin Orc Hobgoblin Gnoll Lizardman Bugbear Ogre
Militia 40 . Specifically. the enslaved youth require a five-year
increase morale over time. This costs 180gp in
upkeep per candidate. -
Longbowman 650 . number of candidates available is too few to meet demand. . -
Heavy Cavalry 2. . . -
Horse Archers 1. . These slave soldiers Neutral realms. doing so changes the alignment of the realm!
are not actually Kemeshi. better food. .150 . 13). . .” This represents hiring
Upkeep: Once hired. . .200 2. . . .
Failure to pay upkeep counts as a calamity for morale purposes. access to women. . 2. ruler of a principality of The readiest source of candidates is the ruler’s realm itself. 1. table (ACKS p. . and so on can Once they are acquired. Candidates can also be acquired in war. . and takes 40 days (1 day per
upkeep (cavalry and ogres cost 16gp per month in upkeep). 13 to 17 years old for humans.275
Heavy Infantry 415 650 800 . the slave soldiers would have a monthly
assigned and trained to their specific troop type using the rules
for conscripts (p. 315 40 85 185 385 575 750 1. . . -
Crossbowman 600 866 . demi-human. and gp cost per time period. See the Character Aging table (ACKS. and Pillaging Domains. however. . -
Light Infantry 215 . -
Light Cavalry 1. -
Cataphract Cavalry 3. . . Conquering. . In Kemesh. . and humanoid races. . costing 30gp per month.150 . candidates can be purchased in the market at a cost
mercenaries.300 1. . . Enslaving additional candidates has
the mercenaries.600 . one candidate of the appropriate age per 10
Mehtep wants camel lancers to guard his sandy southern peasant families can be enslaved without impacting domain
frontier.675 . -
Crossbowman
Beast Rider . -
War Elephants 20. . . . temperament.800 . . . . . . slave bodied creatures no older than their race’s Youth age category:
Armies
soldiers need not be of the prevailing race of the settlement or 12 to 15 years old for beastmen. Enslaving families is not permitted in Lawful or
mercenaries and 65 camel lancer slaves. In this case.625
Slinger 185 . . .
Mercenary Availability by Market Class and Mercenary
Availability by Realm Size tables. . . 130 camel lancer mercenaries are normally the same detrimental effect on domain morale and revenue as
available in a principality. . 23) is required per 60
Mercenary Slave Soldiers: At the Judge’s discretion. .
gp). See the Equipment Availability by Market Class
soldiers are purchased at a variable cost depending on their race. . or
or lesser degree. period of indoctrination and discipline. -
Camel Archers 1.575 . 2. . . . .
Supplemental pay. . Instead of being hired for a wage. .000 . . . . Unlike mercenaries. 40) to determine the number available. .200 . . as recruiting Finally.
EXAMPLE: Memet Mehtep. . Depending on how widespread their use is. p. 650 . If the
training and equipment. 2. . . 825 .650 . -
Camel Lancers 1. .400 . slave soldiers have displaced 50% of morale or domain revenue. they will displace mercenaries to a greater Realm leaders with sufficient patience may conscript. . 3. -
Slave Soldiers 17
Daniel Thorp (order #7365502)
.150 .
realm. . Whenever slave soldiers are TRAINING SLAVE SOLDIERS
available for purchase. 285 475 775 1. . . Invading. -
Medium Cavalry 1. 25% of prisoners taken
when pillaging a domain (see Chapter 2. .

Slave soldiers enslaved as children have the mercenaries.
SLAVE MORALE VASSAL TROOPS
Slave soldiers enslaved as adults have morale scores of -4 (and The leader of a realm does not have direct access to the
are a very bad idea). conscripts.000-4. in turn. and then commissions score for its type (+1). fear.280 640gp 1. and militia.600 – 8.
or otherwise enslave exotic creatures. the leader of a realm must
receive a permanent +1 bonus to their morale score provided make a call to arms to his vassals. exotic slaves should will be determined by the Judge or the player character who
be very rare.000 Month
Duke 64-216 20. characters might purchase.000-104.625gp.000gp 8. 130). but they must make a loyalty roll any time they
years. slave soldiers some sort to the vassal. 60 (25%) of these prisoners
have the right age.000gp 3. the slave soldiers can be trained (e. This costs Memet raised in captivity. a Class EXAMPLE: A manticore. so Memet Mehtep can betray its master. The availability of such creatures as slaves is of followers. conscripts. there are 15 for captivity. and so on.
duties and may provoke a Henchman Morale roll as described
slave soldiers cannot voluntarily leave their leader’s service.000 3. If desired. temperament. or slave soldiers employed by
same morale scores as normal mercenaries of their type. however. A manticore captured as an adult is
local slavers to bring him more. rules the domain. The purchase prices listed are for tamed and trained creatures.000+ Season
King 1. capture. charm. Exotic creatures of sentient intelligence
Mehtep (60 x 180) 10. The
may desert. and have Base Morale +4
expected to muster more than just the forces of his personal
regardless of how they are equipped. The Exotic Creatures
Roster (p. “Commissioned” equipment only worth 41.6M+ 25.776 364K – 2. The vassal will be
their basic upkeep (3gp per month). the leader can call for the vassal to
send their full garrison.000 Season
Prince 256-1.000. They his vassals. or self-
and (30 x 12 x 5) 1. Memet Mehtep travels to Alakyrum.000.
domain .
Henchman Morale roll can be avoided by offering a boon of
Mother of Dragons Memorial Rule: If freed. need not be paid a wage.000gp 460-850 Week
Marquis 4-6 960 – 1. have the opportunity to escape or betray their master. mercenaries. If the result is “Fanatic Loyalty. costs 55.000 – 52. captured as a baby and raised in
I city.5M – 11. betray.
EXAMPLE #1: Memet Mehtep has just pillaged the oasis of
Exotic slaves.920-2.200 Month
Earl/Count 16-36 4.600-17.500 1.700-32. Because slave candidates cost 40gp each. When a call to arms is issued.
Vassal Troops by Realm Size
Average Personal Maximum Realm
Number of Overall Realm Domain Garrison Maximum Realm Troops Standing Army Time
Title Domains (families) (wages/month) (wages/month) (approx. and physique to become Supply and specialist costs must still be paid.000gp 728.
commission 100 candidates. number) Period
Emperor 4.800gp for the marshal.800gp in upkeep for the candidates captured as adults might serve out of honor. as usual. one tier at a time. or attack the leader. the
Charisma.000gp 36. 31) provides a purchase price for virtually every Any particular domain’s garrison will be made up of some mix
monster in ACKS. To access these troops.000K 25. entire kingdom can be mobilized.
EXAMPLE #2: Not satisfied with the candidates he has
garnered in war.
they remain in the service of the leader who trained them.000-24.
slave soldiers.000gp 40.000.500gp 9.
Al-Danya. but doing so counts as demanding two
Slave soldiers make loyalty rolls as conscripts. Memet buys these.it is the vassal’s responsibility in turn to issue calls to
his own vassals.096-46. These youths are placed under a marshal Sentient exotics are only reliable if captured while young and
and indoctrinated for the next five years. as light infantry
or heavy cavalry) according to the standard rules. taking 240 prisoners.
The cost for such creatures is reduced by 25%.560gp 100-130 Week
Baron 1 120-200 320gp 240-400gp 12-20 Week
18 Vassal Troops
Daniel Thorp (order #7365502)
.000-5.500gp and will have the normal morale
sale at Alakyrum. the forces of an
From time to time. like other slave soldiers. it will make a loyalty roll at -1.000-645.g. but
in Realms and Vassals in Chapter 6 of ACKS (p.000gp 2.
immediately make a loyalty roll modified by their liberator’s
Note that when a leader makes a call to arms to a vassal. not the vassal’s domain.000-200. its loyalty will be highly
is treated as if it were one price category less expensive on questionable. militias. This the vassal must muster a force at least equal to ½ the garrison
bonus is lost if the slave soldiers are sold or hired out. If purchased. The exact mix
strictly at the Judge’s discretion.” the slave soldiers
vassal is required to muster forces based on the garrison of
become liberator-worshipping fanatics who need only be paid
the vassal’s realm. At the end of five
preservation.000.000gp 175. of his realm.296 87K – 322K 15. In this way.000-1. In general.000gp 150. These sub-vassals may.656 1. call upon their
EXOTIC SLAVES own vassals for troops.024-7. Any time it has an opportunity to escape or
the Equipment Availability table. Like conscripts. Apply the
creature’s normal morale bonus as a penalty to any loyalty rolls.

necessary for a given conflict. The Adventurer Conqueror King System: Domains at War . Realms and Vassals. 3 units of 120 heavy infantry. or 1 colossal creature. 130. a leader will not muster the maximum number of
vassal troops. unless ordered to muster elsewhere. levying his remaining force
of 150.
seasons.
Punic War.
local satrap three months to muster his army of 25.
The Vassal Troops by Realm Size table assumes garrison
expenditures of 2gp per peasant family each month. one half the requested troops If necessary. he decides who rely on their vassals to provide troops can expect to get
a quarter million troops is overkill. might have a garrison 50-100% larger than listed. usually requiring the leader to levy a
being effectively cities on the march (See Chapter 3. or stegosaurs count as 24 men. organization. 60 large (cavalry or ogre-sized) creatures. huge armies are expensive to supply.
so in practice there may be little distinction between a standing
EXAMPLE: Darius. and a maximum equivalent of 120 men. When an upstart Macedonian king between the two may be the nature of the troops. giant rocs. into units and divisions. See the Exotic Creatures Roster (p.
another 100. Second.” such as
sized creatures. just as calling up troops will.
In most cases.
The lengthy amount of time required to muster troops must be giant crocodiles.000:
360 light infantry. ACKS. If the realm is
various sizes is listed above on the Vassal Troops by Realm Size highly dispersed geographically.250 in the third month. Colossal
weighed against the costs and risk of doing so. Living and undead
settled by lower-rank vassals close to the action.
month. leader of the vast Persian Empire. or its constituent domains have
table. Once a leader has raised an army. or human cavalry on horses
remainder of the troops becomes available in the third period. and 3 units of 120 bowmen. This table can be used to quickly determine the armies been isolated by enemy troops. Third.000 troops. Somehow. ARMY ORGANIZATION
The resulting cascade of Domain Morale and Henchman A body of men without order. or Rome during the Second
huge creatures.
leader will have no forces with which to continue the war or so levies of 2gp or more may provoke Henchman Morale rolls
maintain his rule. Hit Dice.000. The long period creatures such as ancient dragons. Each unit may have up to 120 man-
militarized societies.
in the unfortunate event that the realm’s army is defeated. level. The Judge should use his discretion in determining
where troops will rendezvous in these cases. He directs a local satrap
conscripts recruited from the various domains of their realms. count as 2 men. Darius
finally makes a full call to arms. units should consist exclusively of creatures of
the same race. he is still defeated. p. A realm engaged in “total war. 131).
EXAMPLE: The time period for mustering troops at the
prince tier is months. supplement the garrisons of vassal rulers in threatened areas. Supply.Campaigns
VASSAL TROOPS BY REALM SIZE Troops called to arms will generally muster at the realm leader’s
The value and number of troops available to realm leaders of stronghold. He divides these troops
12. special tax on his vassals of 1gp or more per peasant family (as
p. First. The creatures such as bears. as will highly
into company-sized units.
(vassal prince) to raise a force of 25. Unfortunately.
Army Organization 19
Daniel Thorp (order #7365502)
. Huge creatures such as chimeras. Mustering a huge army can bankrupt a realm.000 for the next battle.000 troops. and equipment. When these are also defeated. while leaders who maintain standing armies usually hire
Darius decides to personally muster a larger force. Infantry and cavalry
may not be part of the same unit.
TIME REQUIRED
When a call to arms is issued. he must organize it
dead). for several reasons. The
3 units of 120 light infantry. 6. It therefore would have taken Darius’s
EXAMPLE: Marcus has 60 heavy cavalry. 31) for a
forces is another reason why many leaders opt to have battles more detailed explanation of creature sizes.
Where possible. the Chapter 6. and the remaining 6. doing so would require
him to either provoke a substantial number of Henchmen STANDING ARMIES
Armies
Morale rolls or offer a substantial number of gifts to vassals to Rather than rely on vassals troops. and raises mercenaries. allow the conflict Standing armies tend to be parceled out across the realm to
to be settled by forces available to a vassal at the point of conflict. ogres. 360 heavy infantry. 56). The biggest difference
muster 250. hill giants. each took three
seasons (9 months) to fully arrive. can army and an army of vassal troops. 20
Germany during the 30 Years War. troops may not be able to muster
that can be fielded by realms of various sizes. class. sized creatures. for standing army instead. realm is very expensive.250 in the second
into 1 unit of 60 heavy cavalry. for
time period for mustering troops at the emperor tier is
a total of 10 units. Another quarter (rounded down. p. creatures may not be part of the same unit.000 to deal with the
invader. per the Tax Demanded on the Favors and Duties table. so when Darius raised his armies. Most leaders will muster the minimum force by the vassals.500 showing up in the first month. the satrap’s forces are defeated. or purple worms
of time required for vast empires and kingdoms to raise all their count as 120 men. and officers cannot
Morale rolls soon leaves Darius removed from power (and wage war. Each gp levied counts as demanding a duty. Gigantic creatures such as elephants. Borderlands
UNITS
The first step in organizing the army is to divide all of its troops
and wilderness domains will have more troops. a leader might maintain a
avoid those rolls (see ACKS. and 360 bowmen. units may be made of any mix of creatures. A standing army sufficient to protect a
details on this). 5 gigantic creatures. in one place. or even better. or
wyverns count as 6 men. Leaders
invades his empire with a paltry force of 45. Each
(rounded up) will arrive within the first time period after the unit has a minimum equivalent of 20 men or other normal-
leader begins mustering troops. Large
minimum 1) will arrive during the second time period.

The first division is assigned his 1 unit
of heavy cavalry.0 + 2) +3.
leader has Leadership proficiency. and morale modifier. Charisma bonus or penalty. rounded down) -1].
units and may have a maximum number of divisions equal 4 plus the Charisma bonus or penalty. His army may have up to (4+2+1) 7 divisions. A venerable red dragon (20 HD)
has a strategic ability of [(20/5) + 2] +6.
the maximum strategic ability is +6. leadership ability as 3 + 1 per 4 HD. and 2
the remaining commander positions. an army must have a minimum of three equal to the number of henchmen the character may retain. If an army has lieutenants. he decides to organize his army maximum value of 8. Likewise.g. as explained earlier).
as a lieutenant for a unit of its race. the number of divisions
permitted in his army is increased by one. His leadership ability is (4 + 2 + 1) 7. Great strategic ability demands either great
ARMY COMMAND cunning or keen intuition. The Judge may
campaign battle. it is increased by 2.
lacking in either.
strategic ability. maximum 0). NPC. will have lieutenant characters for
ability is increased by 1. If the army increased by 1. or -1. If the monster is of generally
high intelligence (e. The maximum leadership ability is 8. e. or monster is in a position to command Morale Modifier: A character’s morale modifier modifies
units despite not meeting these qualifications. fighter. WIS 7 (-1). For each rank of
exceptionally well-trained and organized armies. beastmen)
a lieutenant. 73) made by units under his
command.
always serve as a commander for units of its own race. (Morale modifier does not affect rolls on the Unit
OFFICER CHARACTERISTICS Loyalty table). Each
better. However. proficiency. his morale
one characteristic. i. If the commander has
to the maximum number of henchmen the army leader may Leadership proficiency. If the monster is of super-human intelligence
for the creatures it commands to serve as a commander in a (e. 20 HD. regardless
of its HD. so it will have a leadership ability of (3 + (20/4)) 8. Each of the other divisions is assigned 1 EXAMPLE: An orc chieftain has 4 HD.
20 Army Command
Daniel Thorp (order #7365502)
. venerable dragons).g. Morale modifier is equal to the character’s
Each officer has three characteristics: leadership ability. (It also
army’s line of battle and supervised by a commander reporting
determines the number of divisions a leader may have in his
to the army’s leader. and 2 ranks
hired as commanders and lieutenants. Only
Wisdom (whichever is worse. minimum 0). If the character is a barbarian.
army. rounded down. rounded down.
The officer requirements may be waived by the Judge if he feels
a particular PC. (See also leadership EXAMPLE: Marcus has CHA 16 (+2) and Leadership
ability. WIS 11 (0).
into 4 divisions.e. His strategic ability is (1 . medusas or vampires). His strategic ability is (+2 -1 + 2) +3. A division represents
Leadership Ability: This is the maximum number of units the
a group of units positioned in proximity to each other in the
character can readily control at once during a battle. Each division must have a commander. so it will have a
unit of heavy infantry. strategic ability is reduced by 1. but it is worth calculating a modifier is increased by +1 (from his battlefield prowess class
power or equivalent). Alternatively. less his penalty from low Intelligence or
unit may have (but isn’t required to have) a lieutenant. and 1 unit of leadership ability of (3 + 4/4) 4. and no officer can afford to be
After the leader has organized his army into units and divisions. to a
Since he has only 10 units..
Strategic Ability: This rates the character’s military puissance
and effectiveness. A character’s leadership ability is
In Domains at War. four plus his Charisma bonus or penalty. bard.. a beastman chieftain can monster’s experience and tactical knowledge.
For monstrous officers without Charisma scores.
step is to assign those units to divisions. a beastman sub-chieftain can always serve EXAMPLE: An orc chieftain has a strategic ability of [(4/5. of Military Strategy. mercenary officers (p. If the
in a campaign battle.
QUALIFYING AS AN OFFICER For monstrous officers without Intelligence or Wisdoms scores.
these might be drawn from the henchmen of the various
commanders. and must be of at least 5th level to serve as monster is of generally sub-human intelligence (e. ranks of Military Strategy. A venerable red dragon has
bowmen. The minimum strategic ability is -3 and
every unit. DIVISIONS lieutenant’s leadership ability and strategic ability because they
After the army’s troops have been divided into units.
The army leader will generally serve as one of the commanders. 1 unit of light infantry. his strategic
historical Roman legion. the commander’s leadership ability is
retain. Officers consist of commanders
bonus from either high Intelligence or Wisdom (whichever is
and lieutenants. such as the
Military Strategy proficiency the officer possesses. or paladin of 5th level or higher. morale modifier. calculate
EXAMPLE: Marcus has CHA 16 (+2) and Leadership
proficiency. An officer’s strategic ability score equals his
he must assign officers to it. strategic ability is
A monster must have at least four more Hit Dice than is average increased by 1. 23) can be EXAMPLE: Seanan has INT 16 (+2). below).g. and at least two more Hit Dice than is average adjust the strategic ability score based on his assessment of the
to serve as a lieutenant.g. the next may later be appointed commanders to replace casualties. Lieutenants only use explorer.
A PC or NPC must be at least 7th level to serve as a commander their strategic ability is 0 + 1 per 5 HD.
while other adventurers or high-level henchmen and followers fill EXAMPLE: Marcus has INT 14 (+1). rolls on the Unit Morale table (p.

000 light infantry. If the divisions.
BEASTMEN OFFICERS
EXAMPLE: Marcus is a 9th level fighter with CHA 16 (+2) As noted under Qualifying as an Officer (p. Monster: HD +6 NPC: 7th level. If a character has Command proficiency. 9 brigades of 1. 20). At battalion and brigade scale. He raises a vast army for a crusade against
have 10 to 25 units. These mechanics are detailed in Chapters 4 . brigades of bowmen
scale officers are subsumed into the units they are part of. Since the army is greater than
barons. If a character is a legendary leader (p. strategic ability. Monster: HD +2 NPC: 3rd level: Monster: HD +1
601 – 3.920
of thousands of troops on each side. one
Conversely. has become
A typical Domains at War army built using the rules above will Theocrat of Aura.000 Kemesh. they don’t need to be tracked. If the army has 12. The “rump” of excess troops is ignored. whenever the monster entry in unit of its race. units of its own race. earls. orcs gain a large-scale warfare.6 of this can sometimes reduce the “rump” by rounding the sizes to the
book. His army consists of 6. a beastman
and the Command proficiency.000 troops.001 – 12. a 14th level cleric. and a beastman sub-
For monstrous officers without Charisma scores. beastman leaders do not
receive any particular edge – beastmen tend to fare poorly in
EXAMPLE: As long as an orc chieftain is alive.000
infantry per brigade. he organizes it into brigade-sized units. and 9 brigades of 1. 18. However. and dukes. organize it as
given the size of the army.and large-scale armies. counts. organize its troops into brigade-scale units. An orc chieftain’s morale modifier is +2. and so on.
army with mediocre officers. organize its troops into platoon.and mid-level characters leading smaller sub-formations brigades of bowmen
in the army. Monster: HD +2
3. there will often
An officer’s leadership ability.920 infantry. his morale modifier is unit. If the rump is at least half a unit. 15 cavalry NPC: 5th level. their morale chieftain can always serve as a lieutenant for a company-sized
modifier is usually 0.000 Battalion x4: 480 infantry. and each
Size and Unit Scale table shows the unit scale.). While there are obviously still » 4th division with four brigades of light infantry and two
low. 960 cavalry NPC: 11th level. you
fighting. 91) his recommended for each army size.920 bowmen each. its HD.
ORGANIZATION AND COMMAND IN VERY
SMALL OR VERY LARGE ARMIES EXAMPLE #1: Balbus. Balbus has CHA 14 (+1) and
When armies are very small or very large.
feature clashes between war bands of a few hundred troops. 18. With large-scale units.000 troops. He has a total of 33
brigade-sized units in his army. commander qualifications.
far larger armies. regardless of
rolls”. Just as company-sized » 5th division with four brigades of light infantry and two
units are subsumed into battalions and brigades. This is a perfectly sized army for war-mongering heavy infantry.001 to 12. ignore the rump (assume it represents reserves. and morale be a “rump” of excess troops left over. At platoon scale. organize
its troops into battalion-scale units. 60 cavalry NPC: 7th level.000 Company x1: 120 infantry. His army may have up to (4+1+1) 6
unit and division structure outlined above will not suffice. and 18. a beastman sub-chieftain can always serve as
the [monsters of a given type] will gain a [bonus] to morale a commander or lieutenant for units of its race. Monster: HD + 6
22 Organization and Command in Very Small or Very Large Armies
Daniel Thorp (order #7365502)
.000
combatants.001 or » 2nd division with four brigades of heavy infantry and two
more troops.
+2 to morale rolls. regardless of its HD.
ACKS notes that “as long as [monstrous commander] is alive. with battles between empires fielding tens 9 brigades of 1. and in Domains at War: Battles (q.
Army Size Unit Scale Troops/Unit Commander Qualification Lieutenant Qualification
120 – 600 Platoon x¼: 30 infantry. use the listed bonus as the monster’s morale modifier. He decides to organize his army as follows:
army has 600 or fewer troops. trainees. » 6th division with one brigade of heavy infantry. e. smaller-sized units require less experienced brigade of light infantry.001 or more Brigade x16: 1.920 heavy infantry each.g. any
commanders and lieutenants in battles of this scale.and mid-level characters can serve as important Because the army is organized into brigade-sized units. representing a force of around 600 to 3. The brigades of bowmen
stricter qualification requirements serve to keep the number
of officers to a manageable level. Monster: HD +4 NPC: 5th level.000 heavy cavalry. or insufficient numbers of officers or sick troops).
for a total of 60. He
player characters. However. If the rump is less than half
modifier impact the success of his troops in waging war.
morale modifier is increased by +1. His morale modifier is (2 + chieftain can always serve as a commander for company-sized
1 + 2) +5. nearest interval of 500. Monster: HD +8 NPC: 9th level.
RUMP TROOPS
ROLE OF OFFICERS When organizing small.000 troops. brigades of bowmen
» 3rd division with four brigades of heavy infantry and two
Larger-sized units require more experienced officers.v. sick
troops. » 1st division with six brigades of heavy cavalry
scale units. Low. the company. and lieutenant qualifications
increased by +2. An a unit. some ACKS campaigns will feature divides the troops into 6 brigades of 960 heavy cavalry each. The Army unit lieutenants will need to be at least 9th level.000 bowmen. troops per division commander will need to be at least 11th level. and one brigade of bowmen
offers. 240 cavalry NPC: 9th level. again assuming any excess is reserves. If the army has 3. will be substantially disadvantaged in one or more understrength units. Other campaigns might light infantry each. such as most adventuring 36. Monster: HD +4
12. the company-scale Leadership proficiency. 500 infantry per battalion or 2.

The Adventurer Conqueror King System: Domains at War - Campaigns

Creature Handler (25gp to 250gp/month): A creature handler
EXAMPLE #2: An orc village is going to war. The village
is a specialist trained to safely handle hunting or guard
consists of 1 orc chief, 6 sub-chieftains, 30 champions (1+1
Hit Dice each), and 180 orcs. The orc chief organizes his creatures. Under normal circumstances, a fully-trained creature
army into seven platoons. Six platoons consist of 30 orcs of animal intelligence doesn’t require a trained specialist to
each. The seventh platoon consists of 30 champions. The orc handle it. However, battlefields offer an overwhelming palate of
chief has a leadership ability of 4, so he may have up to four sounds and smells that can test the discipline of even the best-
divisions in his army. He organizes his divisions as follows: trained creature. In such circumstances, one creature handler
is required per 6 hunting creatures or 20 guard creatures. A
» 1st division with one platoon of orc champions,

Armies
commanded by the orc chief creature handler is not required for mounts or war mounts;
these creatures are kept under control by their riders. Sentient
» 2nd division with two platoons of orcs, commanded by creatures never require creature handlers, nor do trained
an orc sub-chief animals used for ordinary purposes away from battle.
» 3rd division with two platoons of orcs, commanded by an
orc sub-chief Handler Type Wage
Domestic animal (Dog, hawk, horse, etc.) 25gp/month
» 4th division with two platoons of orcs, commanded by an
Wild animal (Bear, cat, etc.) 75gp/month
orc sub-chief
Dire, giant, or prehistoric animal (any) 150gp/month
The remaining three orc sub-chiefs are distributed as Fantastic creature or vermin (any) 250gp/month
lieutenants.
Some creature handlers are animal trainers themselves, while
others rely on Beast Friendship or similar powers. In either
MILITARY SPECIALISTS case, their wages are comparable to those for animal trainers.
To function effectively, an army requires more than just troops The Creature Handler Wages table shows the average cost to
and officers. It requires military specialists with expertise in the hire different types of handlers. If a creature is of gigantic size or
varied fields of military science. larger, its handlers cost a minimum of 150gp/month).
Marshal (light infantry marshal, 30gp/month; bow, crossbow,
TYPES OF MILITARY SPECIALISTS or sling marshal 60gp/month; heavy infantry marshal, 60gp/
Below are several possible military specialists and typical monthly
month; light cavalry marshal 60gp/month; heavy cavalry
pay rates. Player characters with appropriate proficiencies may
marshal, 120gp/month; horse archer marshal, 120gp/month;
act as specialists where noted. This list is not exhaustive, and the
cataphract marshal, 240gp/month): Marshals train soldiers in
Judge may create more kinds of specialists as needed using the
military discipline, physical fitness, and weapon drill. Training
rules in the Proficiencies chapter of ACKS (p. 56).
troops takes time, ranging from one month for light infantry
Artillerist (25gp/month): Leaders wishing to employ siege to a full year for cataphract cavalry. The number of marshals
artillery such as ballistae, catapults, and trebuchets will need required is based on the number of troops being trained. A
to employ artillerists. Each artillerist can oversee a battery minimum of 1 marshal is needed per 60 troops trained.
of 3-5 pieces of artillery. See Chapter 2, Artillery and Siege
Mercenary Officer (lieutenant, 400gp/month; captain, 1,600gp/
Equipment (p. 43).
month; colonel, 7,250gp/month; general, 32,000gp/month):
Armorer (75gp/month): Each month, an armorer can make
Mercenary officers may be hired to serve as the lieutenants
40gp worth of weapons, armor, or shields. In addition to being
of units or commanders of divisions. Mercenary officers are
hired for producing weapons and armor, armorers must be
usually (60%) fighters, but may sometimes be anti-paladins
hired at the frequency of 1 per 60 troops (2 per unit) in order
(3%), barbarians (10%), bards (10%), explorers (10%), paladins
maintain and fix armor and weapons. Armorers may be assisted
(5%), or ruinguards (2%). In elven settlements, officers may be
by up to two journeymen (20gp/month) and four apprentices
courtiers (30%), rangers (40%), or spellswords (30%), while in
(10gp/month). An armorer with one journeyman and two
dwarven settlements they may be delvers (10%), furies (10%),
apprentices produces 100gp per month and can maintain 150
or vaultguards (80%).
troops; an armorer with two journeymen and four apprentices
produces 160gp per month and can maintain 240 troops. If an The base level, cost, and characteristics of mercenary offers are
armorer is not provided to repair and maintain weapons, the noted on the Mercenary Officer Characteristics table. The officer
troops will attend to their own gear as best they can. The extra characteristics will vary based on the officer’s innate talent. Roll
duty will reduce the unit’s morale by 1 point until an armorer is 3d6 to determine the officer’s INT, WIS, and CHA scores. For
provided. colonels and generals, re-roll any one ability score and use the

new roll if desired. Apply the relevant bonuses or penalties per realms are of minimum population for their type; if the realm is
the rules in Officer Characteristics, p. 20. larger than the listed population, scale up proportionately.
Due to inherent disloyalty, all mercenary officers have a One half of the specialists (rounded up) become available within
base morale of -2. (If the mercenary officers later becomes a the first time period after the leader begins recruiting. Another
henchman, this morale score may be modified by the morale quarter (rounded down, minimum 1) become available during
modifier of his employer). Like all mercenaries, officers must the second time period. The remainder becomes available in the
make morale rolls each time they suffer a calamity. Mercenary third period. The number of specialists available in the market
officers also make morale rolls any time they are offered a higher replenishes at the end of the fourth time period.As with finding
wage by another employer. Mercenary officers who betray their and hiring specialists in markets, there is a gp cost associated
leader will take with them any units assigned to their command! with finding and hiring specialists throughout the realm. Each
Wise leaders avoid mercenary officers where possible, preferring time period that the adventurer is recruiting specialists in his
to entrust command of their units to adventuring comrades or
trusted henchmen.
Quartermaster (50gp/month): A quartermaster is an
experienced soldier who manages distribution of supplies and
provisions to the troops of a unit. Quartermasters must be hired
at the frequency of 1 per unit in order to efficiently maintain the
unit’s line of supply. A unit without a quartermaster will suffer
from unfair distribution of supplies, cheating of provisions, and
other indignities. The supply cost of such is doubled, and their
morale is reduced by 1 until a quartermaster is provided
Siege Engineer (50gp/month): Siege engineers are skilled in the
construction and placement of temporary defensive works such
as ditches, pits, fields of stakes, and simple wooden and earthen
barricades. They also know how to construct and operate war
machines such as all types of artillery, battery rams, galleries,
hoists, screws, and siege towers. See Chapter 2, Artillery and
Siege Equipment (p. 43) and Construction Projects (p. 49) for
additional details.

AVAILABILITY OF MILITARY SPECIALISTS
IN MARKETS
As with mercenaries, all characters can hire specialists from
markets to serve in their armies. The number of specialists
available for hire will be determined by the market class within
which the adventurers are recruiting. The Military Specialist
Availability by Market Class table shows how many of each type
of specialist are available in each type of market. Some values
will indicate a percentage chance; this is the chance of that
type of specialist being present at all. One half of the specialists
(rounded up) become available within the first week the
adventurers enter the market. Another quarter (rounded down,
minimum 1) become available during the second week. The
remainder of the specialists becomes available in the third week.
The number of specialists available in the market replenishes at
the end of each month.
Finding and hiring military specialists in markets cost money.
The fees required to find each type of specialist are determined
by the market class in which they are recruited. The fee is
identical to that for recruiting mercenaries.

AVAILABILITY OF MILITARY SPECIALISTS IN THE REALM
Domain and realm leaders may recruit military specialists from
throughout their realm to serve in their armies. Doing so takes
longer than recruiting from markets. The Military Specialist
Availability by Realm Size table shows how many of each type
of specialist is available in each size of realm. Note that the listed

24 Military Specialists
Daniel Thorp (order #7365502)

The Adventurer Conqueror King System: Domains at War - Campaigns

domain or realm, he must pay the fee per type of specialist. The Notes:
fee is identical to that for recruiting mercenaries.
» When several equipment loadouts exist for a given
troop type, the default mercenary loadout is listed
TROOP CHARACTERISTICS SUMMARY as “A”, while variant types are listed as “B”, “C”,
The following tables summarize the characteristics for common etc. Availability of variant types is at the Judge’s
demi-human, human, and beastman troops. All mercenaries discretion.
and followers presented in the Adventurer Conqueror King » Cavalry characteristics are separated by a “/” to
separate the AC, HD, hp, # of attacks, and damage

Armies
System core rules, Player’s Companion, and Domains at War:
Campaigns supplement are described. of rider and mount.
» BR, or “Battle Rating”, measures the troop’s value
on the battlefield. The listed BR is per creature. See
Chapter 4 , Battle Ratings, p. 68.

As
is required for every 20 guard creatures. It can
only two “tricks”.”
gargoyles. lieutenant capable of controlling them is available. Many creatures loads or carry burdens. do not come naturally. Orog’s white apes have morale NORMAL LOAD
scores of +1. as the
unit’s lieutenant. form irregular cavalry units. The creature handlers with guard training. which accounts for their high cost. Atrekh can Troops: Creatures of sentient intelligence capable of fighting
automatically control skeletons.
Humanoids can endure heavier loads. They are used in conjunction with troops to
designated targets and defend designated characters or locations. a 6th level chaotic cleric.
EXAMPLE: Zeodarë owns 60 lions trained as hunters. For this reason. golems. form various cavalry units. Automatons. They are organized into units following the
similar abilities) were not available. morale score by 2. where they will track and kill designated
a maximum of twice their normal load. all workbeasts’
battle ratings (see p.
trained as hunters even if they are not suitable as guards. If Atrekh (or someone of on the battlefield. Six creature handlers will be required War Mount/Troops: Sentient creatures trained to fight both as
to manage the white apes. their movement rate is reduced to half. Hunter training requires learning 250 stone at its full movement rate of 150’ per turn. suitable specimens
or through special magic. war mount training increases a creature’s
themselves do not fight and do not count as officers. through control undead which are to carry riders must be trained as mounts. a neanderthal war chief. with magic (Judge’s discretion). When carrying more
targets. Mount training counts as 5 “tricks. Moruvai would not be standard rules. counting as 8
loyally stay in place when their handlers are not present. Training as a war mount is even
Guards will accompany their handlers when requested. 68) are noted in parentheses. or by chaotic clerics turning them with a “D” result. owns 120 white guard creatures. He forms these creatures into a
company-sized unit. of movement while laden with a rider.
apes cannot function as a unit.
to a maximum of +2. the subtleties of communication between rider and mount. Unlike guard creatures. but more demanding than guard or mount training. regardless of the skill of their their morale score is not increased by war mount training. Some creatures are valued primarily for their ability to carry
equipment.
Guard training increases a creature’s morale score (ML) by 2.
apes trained as guards. It can carry up to 135 stone at 67’ per
be formed into units on the battlefield except under exceptional turn. It can carry up to 180 stone at 45’ per turn. It can carry
circumstances or with magic (Judge’s discretion). Otherwise. The
commander or lieutenant. As a 6th level chaotic cleric. relative to their own size. one creature handler specialist to serve as war mounts. supplies. or treasure. They receive just enough training to be safely handled but
EXAMPLE: A cyclops can carry 90 stone at its full movement
are not useful in war except as a source of supply. so we have assumed that all sentient creatures
capable of bearing a rider are trained in this manner. They may carry up to twice their normal
required to manage the unit of lions. They may carry up to four times their
Livestock: Creatures of animal intelligence raised to be used for normal load at one-quarter movement. to a maximum of +2. mounts without troops to ride them cannot
forms the skeletons into a company-sized unit.
his henchmen Atrekh. but it is highly demanding (equivalent to Workbeast: Creatures of animal intelligence trained to pull heavy
learning seven “tricks” from an animal trainer).
EXAMPLE: White apes have a base morale score of -1. Without these handlers.
Because of their training.
organizes them into a company-sized unit (lions are large They may carry up to half again of their normal load at three-
creatures. underlying price. Unlike creatures of animal intelligence.
Creatures noted as Mount (S) are sentient and can also fight as
EXAMPLE: Moruvai’s army includes 120 skeletons. Workbeasts cannot be formed into units
lack the intelligence or temperament to be guards – these are on the battlefield except under exceptional circumstances or
usually trained as hunters instead. up to 360 stone at 22’ per turn.
monitoring and discipline to ensure they stay under control. The figure listed is the normal
Hunters: Creatures of animal intelligence trained to accompany
load the creature can carry in stone. so most animals of a carnivorous nature can be carry up to 500 stone at 75’ per turn.
Mounts: Creatures of animal or sentient intelligence trained
to serve as steeds.
able to form the skeletons into a unit at all. Mindless undead can be controlled might be rare and expensive. white ape handlers cost of training a sentient creature is usually low relative to its
are common among Orog’s neanderthal tribe. They cannot
rate of 90’ per turn.
Therefore one creature handler specialist is required for every
EXAMPLE: A giant tiger beetle can carry its normal load of
six hunters formed into a unit. She Humanoids may carry their normal load at full movement. Fortunately. Note that even sentient creatures
by the spellcaster that animated them. They are used in conjunction with troops to
32 Unit Characteristics Summary
Daniel Thorp (order #7365502)
. because
magic. and appoints be organized into units. 10 creature handlers are quarters movement. hunters require constant
than their normal load. Most creatures can carry
their handlers on hunts. If guard “tricks. and statues can be controlled by their creator so when dealing with less-intelligent beasts. and
Oozes can be controlled by charm monster or similar magic.
food. so 60 lions is a full unit). War mounts without
troops to ride them can be organized into units as if they were
EXAMPLE: Orog. the white troops and war mounts.
War Mounts: Creatures of animal intelligence trained to serve
Guards: Creatures of animal intelligence trained to attack as fighting steeds. load at half movement.” Very few animals have the intelligence and temperament
creatures are formed into units. He troops.

While we have measured costs
down to fractions of gold pieces. Creatures of sentient intelligence can
be bought and sold as property (slaves) only in chaotic realms
where slavery is permitted. The BR values listed here are per creature. p. mounts. Owned. Note that this is the cost per
creature. often command a premium. the wage would
then represent the rental fee
paid to the owner. and war mounts do not
require creature handlers.017. See the Military Specialists
section (p. See Chapter 3. feel free to round them off for
ease of play!
Battle Rating (BR): A measure of the creature’s value on the
battlefield.Campaigns
OTHER CHARACTERISTICS
Price (GP): The typical market price in gold pieces to purchase
the creature as property. The BR
of a unit is equal to the sum of the battle ratings of all of its
constituent creatures. being rare specimens. p. troops. Supply Cost.23) for details on creature handlers.
or enslaved sentient.
Total Cost (GP/Month): Total cost per month is equal to
monthly wage cost plus monthly specialist cost plus four
weeks’ supply cost. vermin. a normal man costs 5sp per
week (0. For comparison purposes. a solitary
human heavy infantryman has a Battle Rating of 0. then the creature’s wage is
so low that it’s included in the
cost of its supplies. Constructs instead require
lieutenants capable of controlling them. 68 for more details. 56.
Monthly Wage (GP/Month): The typical monthly wage that
the creature charges when hired as a mercenary. Mounts are
“handled” by their riders. sentient creatures
hire themselves out as
mercenaries. Note that price varies by training. while troops have officers as
normal. and big creatures cost
more to supply than small ones. The Adventurer Conqueror King System: Domains at War .5gp) to supply. Otherwise they must be hired as
mercenaries.
Handler Cost (GP/Month): As noted above. See
Chapter 4. Battle Rating. because it wouldn’t
need to be paid a wage. units of guard and
hunting creatures require creature handlers to keep them under
control. for
more details.
creatures can sometimes
be hired (rented) from
their owner. Guards and war
Armies
mounts. For comparison purposes. Carnivorous creatures cost
more to supply than herbivorous ones.
Supply Cost (GP/Week): The cost per week to supply the
creature with adequate provisions. Note that if the creature were owned
or enslaved. If wages are
0. its total cost would be less.
Only free.
Constructs. constructs. A character
does not need to pay wages to
creatures he personally owns
or has enslaved. One creature handler can control 20 guard animals
or 6 hunting animals. Animals. oozes. and
other creatures of animal intelligence can be bought and sold as
property in most realms.
Unit Characteristics Summary 33
Daniel Thorp (order #7365502)
.

it was divided off into many stories
and chambers. It rose to a height of sixty-six cubits. Chapter 2: Equipment
Now. and the side which faced the enemy had
windows opening out of every story. and brought
up against their walls his greatest City Taker. he made war upon the Rhodians. Life
of Demetrius
Daniel Thorp (order #7365502)
. and each of its sides measured at the bottom forty-eight
cubits. and tapered from
base to summit.. Its base was
square. and out through
these issued missiles of every sort.
– Plutarch.. Within.

Heavy with room for three man-sized creatures. Craftsman’s tools
not exceed 180’ per turn in any case. one of whom The three light horses have a combined normal load of (20
must be the driver. Based on these factors the medium chariot could
light chariot has AC 0 and 1 shp. and 3’ high. or warfare. A medium chariot has AC
1 and 1 shp. normal load is capped to 120’. 3 javelins. or up to the harnessed creature’s combined about 3’ in diameter. with room for a composite bow. A 40 stone. forests. However. two-wheeled vehicle maximum load at 1/3 the harnessed creatures’ movement rate. mountains. light chariot can transport up to 40 stone at (240 x 3/4) 180’
per turn. + 20 +20) 60 stone. a medium
A light chariot may be pulled by one or two creatures whose
chariot cannot exceed 120’ per turn.
(30 + 30 + 30) 90 stone and a combined maximum load of medium chariots are typically pulled by two medium horses or
180 stone. normal load 30 stone). 3 (movement rate 240’ per turn. or up
to 120 stone at (240 x 1/3) 80’ per turn. When used in war. and the Celtic
chariot. The chariot may
implements used by tradesman in their craft. one of whom must be the driver. 3’ deep. below. racing. The cab measures 3’3” wide. Its wheel track is Hittite Anatolian-type chariot and the Mycenaean box chariot. normal load 20 stone). The
javelins. The armored cab provides its occupants two light horses have a combined normal load of (20 + 20)
with a +2 AC bonus against attacks to the front and flank. Chinese Anyang-type chariot.
or swamps if a road is available. mountains. The axle is set chariots can only move through deserts.
Egyptian chariot. mountains.
The chariot may not exceed 90’ per turn in any case.
used for hunting. Light: A light chariot is an open. normal load 20 stone). The cab includes
EXAMPLE: A light chariot is harnessed to two light horses
three built in weapon-cases. and a combined maximum load of 120
with room for a composite bow.Campaigns
creatures. while its
maximum load at ¼ the harnessed creatures’ movement rate. The cab measures 4’ wide. forests. Medium
lightweight frame of elm or ash covered by hide. or swamps if a road
own specific type of craftsman’s tools. with room for two man-sized creatures. with a The chariot may not exceed 120’ per turn in any case. or up to 80 stone at (240 x 3/8) 90’ per turn. The
chariot can transport up to the harnessed creatures’ combined The characteristics of the various chariots types are summarized
normal load at 3/4 the harnessed creatures’ movement rate. Historical examples include the
The chariot’s wheels are about 2’6” in diameter. while its total length. A stone. and 20 arrows. total length is 13’. When used in Chariot. or
at the very rear of the body for maximum mobility and stability. movement rate. and
horses (movement rate 240’ per turn. The chariot’s wheels are
movement rate. The Adventurer Conqueror King System: Domains at War . two-wheeled
war. Its wheel track is about 6’6” wide. When used in war. adding to strength of construction. including harnessed
EXAMPLE: A medium chariot is harnessed to three light
creatures. forests. be the driver. The chariot can transport up to the harnessed from slates of hardwood. The
the Neo-Assyrian chariot. and 20 arrows. so its movement rate at
normal loads add up to at least 40 stone. A medium chariot may be pulled by two or three creatures whose
The three medium horses have a combined normal load of normal loads add up to at least 60 stone. heavy chariots are typically pulled by three medium horses vehicle used in hunting and warfare. or up to 180 stone at (180 x ¼) 45’ creatures’ combined normal load at 2/3 the harnessed creatures’
per turn. The cab includes three built in weapon-cases. against attacks to the front and flank. The axle is set beneath the center of the
creatures’ combined normal load at ½ the harnessed creatures’ cab. the Mycenaean rail-chariot. and sturdily-built cab provides its occupants with a +1 AC bonus
Classical Indian chariot. 1’8” deep.
Crew Combat Characteristics Dimensions
Chariot Type Driver Warriors Animals Move Max Move AC AC Bonus SHP Chariot Cab / Platform
Light 1 1 1-2 x3/4 180’ 0 0 1 5’9” x 11’6” 3’3” x 1’8” x 2’6”
Medium 1 2 2-3 x2/3 120’ 1 +1 1 6’6” x 13’ 4’ x 3’ x 3’
Heavy 1 3 3-4 x1/2 90’ 2 +2 2 7’ x 15’ 4’6” x 3’3” x 3’9”
Army Equipment 41
Daniel Thorp (order #7365502)
. and a combined maximum load of 80 stone. Historical examples include with room for a composite bow. three.
light chariots are typically pulled by two light horses. transport up to 60 stone at (240 x 2/3) 160’ per turn. or up to the harnessed creature’s combined
Chariot. or four creatures
whose normal loads add up to at least 80 stone.
or up to the harnessed creature’s combined maximum load at
Craftsman’s Tools: Craftsman’s tools include the various
3/8 the harnessed creatures’ movement rate. The cab is constructed
or four light horses. 3 javelins.
about 5’9” wide. Light chariots can only
are required to make Craft proficiency throws. Historical examples include the New Kingdom
stone (10lb). It is built for speed.
2’6” high. one of whom must
Equipment
chariots can only move through deserts. The chariot can transport up to the harnessed
(180 x ½) 90’ per turn. Each craft has its
move through deserts.
A heavy chariot may be pulled by two.
EXAMPLE: A heavy chariot is harnessed to three medium
horses (movement rate 180’ per turn. and 20 arrows. The heavy chariot can transport up to 90 stone at three light horses. is 11’6”. The
heavy chariot has AC 2 and 2 shp. The cab includes three built in weapon-cases. Medium: A medium chariot is an open. swamps if a road is available. Craftsman’s tools weigh 1
is available.

but provides no in-game benefit. Heavy: A metal close-faced or visored helmet that
projects. made
and 1 shp. close
to call to arms.
Earplugs: Made of clay. 1 shp. War howdah of this size weigh
Flag: Symbols and signaling devices used by armies. Standards are 12’ long by 4’ tall or more.
completely covers the face.
Huge howdah are 4’ long. or wax. and Galean helmets of A pell is generally a stout wooden post. and drum.
Laborer’s tools are required for troops to assist in construction
Helmet. A banner with pole
60 stone (600lb). issue orders. Howdah of any size
allow up to 8 craftsmen to work together. They weigh 6 stone
Crutch: A shoulder-height padded staff used by characters with (60lb). A light helmet is included in the cost of
24’ in diameter and 12’ in height. The most common military instruments are
Helmet. the medieval bascinet. cooking pot. They weigh
by battalion. cotton. great helm. and hounskull. If a suit of armor is worn without a helmet. practices striking the pell with a wooden sword and shield. The occupants gain a +3 AC bonus and a +3 bonus
from bone.
a craftsman’s workshop has an encumbrance of 64 stone (640lb). and can carry 20 man-sized
weighs 1 stone. these cost and weigh twice as
its own specific type of craftsman’s workshop.
with a flag of the appropriate size. its morale score is reduced by
1. painted. and 3’ tall. including an axe. Each craft has towers with crenellations. Roman
Musical Instrument: Musical instruments are used by armies
gladiatorial helmets. and sickle. and are carried as insignia
Colossal howdah are 12’ long.
signal commands. Light: Any leather or metal open-faced helmet designed the bugle (buccina). attack throws and -2 AC penalty due to the confined quarters). A crutch has an (up to 4 can squeeze in. call to quarters. When transported by wagon. and opulently
workshop takes up 20’ x 20’ space. a much. have AC 0. 1 shp. but offers a +2 bonus on d20 legionnaire’s mess kit includes a mess tin. and can carry 2 man-sized creatures
missing or maimed legs who lack prostheses. barbute. ivory. A Master Craftsman can be built for riding or war. Historical examples of and dagger. An Auran
to proficiency throws to hear noise. Wearing a Mess Kit: A collection of portable eating and cooking utensils
heavy helm imposes a -1 penalty to surprise rolls and -4 penalty designed for troops on extended military campaigns. mattock. While rulers and officers favor
to saving throws versus Blast caused by artillery. decorated. divisions and armies. head.
stone. The occupants
A standard with pole weighs 4 stone.
leaders and division commanders as command posts and
decrease the character’s armor class by 1 point. horn. War howdah are sturdy wooden
the productivity of journeymen and apprentices. skewer. planted firmly in the ground. The
cost of pells is already included in the training costs for infantry
troops.
War howdah of this size weigh 15 stone (150lb) and have AC 1
Dice: Commonly available in many shapes and sizes. and 4’ tall. and can carry 6 man-sized
that will face harpies on the field of battle. or
boardgames.
to protect the head and neck while maintaining unrestricted
Pavilion: A large round tent with an interior frame. Loss of a unit’s flag reduces its morale score by 1 and counts Laborer’s Tools: A collection of tools useful to the unskilled
as a calamity. or similar effects. Craftsman’s Workshop: A craftsman’s workshop has a full Howdah: A howdah is a carriage mounted on the back of a
complement of craftsman’s tools and furnishings sufficient to creature of huge. Banners are 6’ long by 2’ wide. or similar effects. or wood. 5’ wide. Commanders may issue these to troops to
18 stone (180lb).
similar effects. Boeotian.
creatures (up to 12 if squeezed). Pavilions are used by army
any suit of armor. 1 shp. A pavilion weighs 72 stone (720lb). man-height and about
Antiquity. 6” to 1’ in diameter. laborer.or regiment-sized units. and spangenhelm. common soldiers favor dice games. and the medieval armet. and otherwise
helm. nasal helm.
42 Army Equipment
Daniel Thorp (order #7365502)
. A heavy helmet
must be purchased separately from a suit of armor.
120 stone (1. these protect the wearer
Gigantic howdah are 7’ long. burning oil. a +4 AC bonus and a +4 bonus to saving throws versus Blast
sized units or individual heroes. Laborer’s tools weigh 1 stone (10lb). Standards may be topped
gain a +4 AC bonus and a +4 bonus to saving throws versus
by emblems (see above).200lb) and have AC 1 and 2 shp.
heavy helmets include the classical Corinthian helmet. A pennant with pole weighs ¼ caused by artillery. and 4’6” tall. They weigh
from loud sounds. When set up. 3’ wide.
can be purchased separately from a suit of armor at a cost of 5gp. gigantic. shovel. A light helmet
sleeping quarters. Phrygian. If a unit or division is not provided
Blast caused by artillery. or colossal size. and are
creatures (up to 40 if squeezed).
the Illyrian. measuring
sight and breathing. Historical examples include Pell: A device for training troops in sword and shield techniques. War howdah of this size weigh
carried as insignia for brigade-sized units. saw. burning oil. 10’ wide. have AC 0. The trainee
and the Renaissance burgonet and sallet.
rolls made on the Mortal Wounds table. The occupants gain
are 2’ wide by 2’ long and are carried as insignia by company. burning oil. Riding howdah are lightweight
must have access to a craftsman’s workshop in order to increase wicker frames covered by hide. Both types are often laminated. A pell weighs 15-30 stone (150-300lb). talus. Attic. and neck. but the occupants suffer a -4 penalty to
encumbrance of 1 stone (10lb). Pennants 36 stone (360lb) and have AC 1 and 1 shp. have AC 0.

It emits a shrill. Decorations. Crude (30lb) 1gp
(20lb). When fighting a monster Superheavy Catapult Shot. or critically wounded characters Medium Trebuchet Shot. replace the limb distance.
Light Trebuchet Shot. Ballistic (90lb) 20gp
to cure mortally. Light (8 tons) 1.500gp
side). leather or silk wrappings.Campaigns
Prosthesis: Nothing is as common as the sight of an old soldier Whistle: A signaling device made of wood. hook. The Adventurer Conqueror King System: Domains at War . Dwarven machinists may be Ballista. Light (1. horn. Heavy Catapult Shot. but does not avoid the movement and Dexterity Light Ballista Shot. Heavy (30 tons) 2. Historical examples include
Siege Tower. Medium (15 tons) 1. Mirror: This shield is entirely made of steel polished Catapult. Crude (90lb) 4gp
of a surgical saw gives a bonus on Healing proficiency throws Medium Trebuchet Shot.000gp
the Roman legionary tent and the Mongol yurt. and other ARTILLERY AND SIEGE EQUIPMENT
adornment is extra. Ballistic (3lb) 2gp
dwarven machinists. See Mortal Wounds Heavy Trebuchet Shot. His left leg has been crushed. Light Repeating (75lb) 200gp
sword. Most maimed characters. Medium (1. Crude (1lb) 1cp
use of a crutch.000gp
Artillery and Siege Equipment 43
Daniel Thorp (order #7365502)
. Ballistic (30lb) 10gp
Heavy Catapult Shot. Medium (800lb) 80gp
able to forge superior prostheses using gears and clockwork Medium Ballista Shot. he gains a +4 bonus
to the proficiency throw. Alternatively. A character with a prosthetic arm or hand Artillery Cost
regains the ability to use a shield. A small tent is 6’ x 4’ and can sleep Siege Hook 50gp
two men. the arm or hand Ballista. Large (90’ tall) 10. A character with a prosthetic leg or foot can walk without Light Ballista Shot. Crude (6lb) 15cp
sword techniques. Ballistic (180lb) 30gp
stone (10lb). A club is affixed to the opposite Catapult. A large tent sleeps Siege Ladder 1sp/10’
eight men.
or gold (x50). sturdy saws are used to saw through Trebuchet. Sadly. It may be round (12’ in diameter) or square (10’ on a
Siege Tower. Pitch (60lb) 75gp
Surgical Saw: Sharp.
Ballista. Pitch (180lb) 150gp
EXAMPLE: Curtius has been reduced to -11hp and is Siege Equipment Cost
grievously wounded. Using a large
Hoist 300gp
surgical saw to amputate Curtius’ leg. high-pitched sound audible at great
wealth to pay for a restore life and limb spell. he only rolls a 4. Pitch (90lb) 100gp
gaze. Catapult. Ballistic (6lb) 3gp
around. Use Medium Trebuchet Shot. Crude (180lb) 8gp
in ACKS for more information. Suspended 50gp
mage with 3 ranks of Healing proficiency. Crude (3lb) 3cp
Equipment
mechanisms. silver (x5). Standard (40’ tall) 2. A monster with a petrifying gaze that attacks a character
Trebuchet.200lb) 100gp
end of the pole. Ballistic (60lb) 15gp
its own eyes.
but prostheses may be also made of iron (cost x2). a 5th level Cauldron. stitched together over a Screw 200gp
frame and staked with ropes. lacking the materials.800lb) 200gp
Rucksack: A rucksack is a small backpack.
Siege Tower. 600gp
bone and tissue when amputation of the limbs is required. Ballistic (6lb) 3gp
mounted on a swiveling pole. Pitch (30lb) 50gp
Shield. Crude (90lb) 4gp
with a gaze attack. Light (75lb) 40gp
may be replaced by a weapon. Basic prostheses are made of wood or bronze. Pitch (90lb) 100gp
suffering from one of these permanent wounds.200lb) 180gp
Quintain: A device for training cavalry troops in lance and Heavy Ballista Shot. and Curtius dies Movable Mantlet (8’ x 6’) 50gp
screaming for a cleric. Crude (6lb) 15cp
sufficient velocity to avoid being struck by the club as it swivels Light Catapult Shot. The cost of quintains is already included in the training Light Catapult Shot.
with a prosthesis. The trainee practices striking the shield with Light Catapult Shot. the shield’s interior can be used as a mirror Superheavy Catapult Shot. such as a club. and he Battering Ram 200gp
will die unless healed to 1hp within 1 turn. See the Player’s Companion for information on Medium Ballista Shot. It holds up to 2 stone Heavy Catapult Shot. A quintain consists of a shield or plank Heavy Ballista Shot. Crude (60lb) 3gp
own reflection in the shield’s reflective exterior unless it averts
Light Trebuchet Shot. grievously. Heavy (3. Petard 125gp/lb
Ram Catcher 50gp
Tent: Tents are made of animal skin. A small tent weighs 2 stone (20lb).200gp
wielding a mirror shield has a chance (1-2 on 1d6) of seeing its
Light Trebuchet Shot. or short Ballista. A large surgical saw weighs 1 Heavy Trebuchet Shot. Pitch (6lb) 15gp
costs for cavalry. and weighs 16 stone (160lb). so he need only roll a 10+ to cure Movable Gallery (12’ x 12’ x 20’) 300gp
serious wounds. Heavy (4 tons) 600gp
to a high reflectivity inside and out.500gp
from a small saw and +4 from a large saw. Huge (135’ tall) 40. Heavy Trebuchet Shot. can cure serious Fascine (10’ x 10’ x 10’) 100gp
wounds with a proficiency throw of 14+. Galen. The bonus is +2 Trebuchet. Ballistic (90lb) 20gp
to reduce the penalties otherwise suffered from averting one’s
Superheavy Catapult Shot. A quintain weighs 20 stone (200lb). Ballistic (1lb) 1gp
penalties from loss of the limb. or similar
with a missing limb.

Battering Ram: A siege engine designed to batter down the
A malfunction occurs whenever the crew’s attack throw is an walls and gates of strongholds. 20’ long. A ram may batter
onager and medieval mangonel. throwing arm) or by gravity (via counterweight mechanisms
fixed to the throwing arm). During sieges. Catapults wooden structures and 1d4 shp of damage to stone structures. brigola. fast-moving creatures. A battering ram must be crewed with 5 man-sized
Catapult: A catapult is a one-armed tension. A malfunction takes 1 turn for a siege engineer to of a 4. Repeating: A repeating ballista is an advanced tension-
and less expensive (reduce cost by 20%) but counterweight
powered siege weapon that uses a mechanical chain drive to
trebuchets are more precise (+2 to attack throws). when targeting creatures and structures. Heavy ballista can Trebuchets can be powered by traction (via men pulling on the
damage creatures.000lb. Historical examples include the Greek Trebuchets have the same benefits and drawbacks as catapults
polybolos and Roman repeating ballista.
once every other round.
creatures and a -2 penalty to attack throws against large (ogre-
Cauldron.
damage structures.Campaigns
of light ballista include the Greek oxybeles and Roman scorpio.
automatically reload its javelin-like bolts into the firing slot
after each shot is fired. and damage proportionately.
arm. Larger rams can be built at a cost of 10gp per
foot of ram. They suffer an additional -1 penalty to attack
over a brazier. Medium ballista can damage creatures or
wooden structures.
Light ballista are meant for use against creatures and cannot
and fenevol. Because SIEGE EQUIPMENT DESCRIPTIONS
of its complexity. shp. affixed to a long throwing arm. however. Battering rams can be moved at 30’ per round
powered siege engine which hurls rocks. Alternatively. Traction trebuchets are simpler
Ballista. The Adventurer Conqueror King System: Domains at War . 20’ ram has AC 2 and 4 shp (1 shp per 5’). A
have difficulty striking small. adjust price. wood. burning pitch. Historical examples include the Greek katapeltes. cauldrons are used to heat sand. a repeating ballista is prone to malfunctions. For rams with variant
They suffer a -4 penalty to attack throws against man-sized dimensions. and other projectiles from a sling
ballista and medieval springald. wood.
Equipment
The magazine for the repeating ballista holds 20 bolts. A typical battering ram consists
unmodified 1. shaped metal head.or torsion-
creatures per 5’. Trebuchet: A trebuchet is a one-armed siege engine which
Historical examples of heavy ballistas include the Roman hurls rocks. or
by their crews. rams can be mounted in movable
other projectiles from a sling or spoon attached to its throwing
galleries of sufficient size. during which time the ballista cannot be fired. but cannot damage stone. Suspended: A cauldron is a cast-iron pot mounted
sized) creatures. 2’ diameter iron-shod log with a wedge-
repair. and stone. Once brought adjacent to a structure. and stone. Historical examples include the
Byzantine cheiromangana. burning pitch. Each blow deals 4d10 shp of damage to
All catapults can damage creatures.
Artillery and Siege Equipment 45
Daniel Thorp (order #7365502)
.
throws per 10’ of movement the creature moved. Roman
the ram can start battering the structure. and the medieval couillard.

Missile attacks against in movable galleries of sufficient size.
pick.000
include the medieval mantlet and Mughal turah.400gp
Petard: A crude bomb used to breach stronghold walls. Screws can be moved at 30’ per
counterweight in between each ascent. burning oil. Petards also deal full damage
46 Artillery and Siege Equipment
Daniel Thorp (order #7365502)
. A successful throw indicates the petard
Siege Ladder: A ladder used by assaulting troops to scale a
will detonate in 1d4 rounds. A
battering rams.
and the creatures gain a +4 bonus to saving throws versus Blast
caused by artillery. One end of the arm has a large basket for transporting up walls. Hoists can be mounted in movable to a structure. Larger screws can be
counterweight heavy enough to lift them. The hoist itself has AC 0 A screw bores once every other round. If at least 10 man-sized creatures penalty. 12’ wide. melt lead. the ram is dislodged and takes
1d6 shp of damage. The device
successful saving throw v. Once brought adjacent
them suffer a -2 penalty. or screws from the walls. its wielder must
10 shp. Alternatively. only the magic-wary dwarves make
on assaulting troops. and sow. A 6lb petard deals 2d6 damage
a siege ladder away with a successful proficiency throw to open
to all creatures within 10’. A movable gallery can mount a battering ram. The mantlet itself has AC 1 and 2 shp. the saving throw fails. Most
has not been lit. Historical examples include the bore. Missile
damage proportionately. an attack throw against the ram with a -4 penalty. Each man-sized creature on the ladder imposes a -1
all creatures within 15’.000gp. It consists of a long wooden beam mounted
protect 20 man-sized creatures. In the Auran
over walls or through murder holes to inflict grievous wounds Empire campaign setting. A typical movable Height 40’ 90’ 135’
mantlet measures 8’ tall by 6’ wide and can protect 2 man-sized Stories 4 6 9
creatures. or similar effects. and the Characteristics Standard Large Huge
creatures gain a +4 bonus to saving throws v. To use a ram catcher.) The target creature
galleries may be built at a cost of 1gp per square foot. burning oil. The shield of the Internal Crew 12 60 200
mantlet features slits to allow archery fire. an act known as escalade. Creatures may move up siege ladders at ¼ their
of the petard. The basket provides round by their crews.080
Total Siege Engines 800gp 2. Historical examples External Crew 108 420 1. or similar effects. fill up a moat. it can move at a rate of 30’ per round. A failed throw indicates the fuse
stronghold’s walls or ramparts. wine. a 1lb petard does 1d6 points of
normal movement rate. A typical screw consists of a 20’ long iron-shod log with
to 4 man-sized creatures at a time.
creatures within 20’. siege hooks. any of which can be poured to the structural hit points of ships and buildings. its wielder must succeed on
fortifications. its crew. a risky
Structural Hit Points 50-100 180-220 400-600
proposition. costing 2. Filling a 100’ x 20’ x 10’ moat would require (20. screws can be mounted
partial cover to the ascending creatures. or dislodge
suffer 1d8 points of damage per round for two rounds. When detonated. Lighting the fuse requires a Siege Engineering
proficiency throw of 6+. A typical Siege Hook: A siege engine designed to pull defenders from a
movable gallery measures 12’ tall. A 20’ bore has AC 2 and 4 shp (1 shp per
Movable Gallery: A wheeled carriage with a heavy timber frame
5’).
consists of a grappling hook mounted at the end of a long beam
Fascine: A large bundle of sticks used to reinforce field or thick rope. It takes 4 rounds to re-set the 2-5 man-sized creatures per 5’. Historical must then make a successful saving throw versus Paralysis.
Hoist: A siege engine used by assaulting troops to ascend to the
top of a wall.
attacks targeting creatures within the gallery suffers a -4 penalty. Missile attacks targeting
creatures shielded by the mantlet suffers a -4 penalty. shp of damage to wooden structures and 1d4+1 shp of damage
to stone structures. Larger the target enjoys from battlements. It consists of a heavy frame supporting a 30’ long Screw: A siege engine designed to bore a hole into a stronghold’s
arm. A fumble occurs if the proficiency throw is an
siege ladders are simply long pieces of timber with crosspieces
unmodified 1.000) 20 fascines. A screw must be crewed with
the basket to ascend or descend. A creature defending the walls can push
damage to all creatures with 5’. or boil water. and
suffers falling damage (1d6 per 10’). A cauldron will affect a 10’ radius area. It takes 1 round for built at a cost of 10gp per foot.
Movable Mantlet: A thick wooden shield mounted on wheels
used to shelter assaulting troops from fire as they move towards Siege Tower Characteristics
the besieged stronghold’s walls. The ram must
Fascines are purchased in 10’ x 10’ x 10’ cubes costing 100gp then make a successful saving throw versus Paralysis. shp. (The attack throw must also be modified by any cover
occupy the gallery. Blast caused by Base 20’ 40’ 65’
artillery. or make a path across wet terrain. (A ram or
each. An 18lb petard deals 3d6 damage to
doors. and 20’ long and can wall during a siege.
Armor Class 0 1 2
Petards have a slow fuse that must be lit with a match. the screw can start boring into the structure. A 40lb petard deals 4d6 damage to all
penalty to the proficiency throw. If
examples include the Roman tortoise and medieval cat.) If the saving throw fails. and use petards. To use a siege hook. hoist. etc. Creatures in the area of effect
Ram Catcher: A siege engine used to lift. For bores with variant dimensions.400gp 5.000 / other crewed engine always saves as the lowest level member of
1. or oil. Creatures may make a saving throw versus
Blast to reduce the damage by half. and
used to provide cover for troops operating against a wall.
or all creatures on a siege ladder. Total Troops 60 360 1. Each bore deals 3d10
and 5-10 shp. Blast reduces the damage to 1d3. the creature is knocked off the wall. adjust price.
galleries or siege towers for mobility. while the other end has a a screw or bore head affixed to the tip. A fumble results in the immediate detonation
set upon them. The gallery itself has AC 1 and with a sickle-shaped blade. or succeed on an attack throw against the target creature with a -4
screw (purchased separately). break.

at 15’. 72. External crew generally stand outside the
tower and pull it with ropes. Each floor can mount up
This benefit is lost if the army’s supply lines become blocked
to 200gp of siege engines.
at 15’. 90’.000 troops III
A standard siege tower is 20’ square at the base. The capstan below the first floor requires a crew
of 200 man-sized creatures to push the tower.
EXAMPLE: An ox or heavy draft horse (normal load 40
stone) can substitute for 4 external crew.
lines.
A small siege tower requires 108 external crew.200 . and tinkers that
of a multi-story wooden frame built over a huge carriage with supply the army with its equipment. If a trained giant tiger beetle (normal load 250
stone) were available.001 . If properly crewed. and 135’. is surrounded by a 10’ square parapet. Siege towers
all require a large number of external crew to move the tower. 75’. It has six stories. at 75’ height. craftsmen. as shown on the table
creatures within the siege tower suffer a -4 penalty.
features a 10’ drawbridge. a Army Size Market Class
siege tower can move at a rate of 30’ per round. the creature counts as 1 external crew.
Historical examples of large siege towers include the Roman
towers used at Masada. at 90’ height.200 troops (12 units) or more to function as its own market
or animal skins to protect it from flame. a standard siege tower can carry 60 man-
Armies in Chapter 3 of this rulebook (p. 120’. Each floor can mount up to 400gp of
siege engines. In addition to its
crew. If available. and Supplying
addition to its crew. This allows an army of
wheels mounted in casters.12. 45’. A siege tower consists train that includes merchants. Missile attacks targeting for purposes of equipment availability. features a 10’ drawbridge. In addition to its
crew. 30’. See Equipment Availability in Chapter 2 of
where a crew of 12 man-sized creatures pushes the tower.001 – 72.39) for rules on equipment availability. at
75’.000 external crew. and 90’. features a 10’ drawbridge.000 troops or more II
36. The third floor. 60’. at 40’ 12.
A large siege tower is 40’ square at the base.000 troops VI
are at 10’ and 20’ height respectively.
creatures gain a +4 bonus to saving throws versus Blast caused
by artillery.
A huge siege tower is 65’ square at the base. or similar effects. 105’.
used by Demetrius during the siege of Rhodes. at 135’
height. at 10’. The fifth floor. is surrounded by a 30’ square parapet. The Adventurer Conqueror King System: Domains at War . a huge siege tower can carry up to 1. A mule (normal load 20 stone) can substitute for 2
external crew. 20’.Campaigns
Siege Tower: A mobile tower designed to protect assaulting EQUIPMENT AVAILABILITY ON CAMPAIGN
troops during the approach to a stronghold. For every 10 stone of
normal load. The top floor. it could substitute for 25 external crew!
Equipment Availability on Campaign 47
Daniel Thorp (order #7365502)
. and the below. Beneath the first floor is a capstan where a crew
of 60 man-sized creatures pushes the tower.000 troops IV
height. In
ACKS (p. A large siege
tower requires 420 external crew.
A historical example of a huge tower is Helepolis (“City Taker”). and 40’ in height. It has four
stories. 75’. burning oil.000 troops V
Equipment
30’ height. 30’. a large siege tower can carry up to 360 man-sized troops. is
surrounded by a 20’ square parapet. The top floor. at 3. then get them over An army of even modest size will be accompanied by a baggage
the walls by means of a gangplank or hoist. It has nine stories. The frame is then covered with iron 1. The top floor. 45’. A medium draft
horse (normal load 30 stone) can substitute for 3 external
crew. 56) for rules on supply
sized troops.080 man-sized troops. 30’. The second and first floor 1. draft animals or exotic
creatures can substitute for external crew.001 – 36. Beneath the first floor is a capstan
or over-extended. The fifth floor.3. Each floor can mount up to 600gp
of siege engines. 60’. A huge siege tower requires
1.

but they are really
lord’s residence and final redoubt during siege. but cost is doubled for construction
Building: A stone or wood structure. with height ranging from 20’ to 60’ high. resulting in higher shp. 20’ wide. building
30’ wide.
STRONGHOLD AND STRUCTURE DESCRIPTIONS
adjust price and shp proportionately. but it can be
damage to stone structures. adjust price and shp proportionately. A 100’ rampart can be defended by 1 unit.
damage to stone. For variant
dimensions. Missile attacks targeting creatures
units. Wall: A fortified barrier used to protect a stronghold or
burning oil. 20’ long. creatures protected by arrow slits take no damage. with a metal portcullis
ships. A small or medium tower can hold
with periodic rectangular gaps (crenellation) through which the
1 unit. CONSTRUCTION PROJECTS
While some military equipment can be purchased at a market. Most moats are filled
with water. described below.
throw. variant dimensions. The walls are more
at the top of the wall. Earthworks such as mottes and siege ramps can
be purchased separately. with 10’ thick stone walls. The standard
palisade is 10’ high. A huge tower can hold 5
defenders can fire missiles. For round towers with variant
defenders from enemy fire. long. or similar effects.
Equipment
Arrow Slit: A narrow vertical or cross-shaped opening in a
wall through which defenders can fire missiles. with wooden doors. 30’ square. 100’ long. A 100’ palisade can
be defended by 1 unit.5 units stationed
with wooden doors.
Adventurer Conqueror King System. with 10’ thick walls. floors. 20’ high. 46) deal normal Palisade: A fence made of wooden stakes or tree trunks. and the debris. Colossal creatures and magic deal filled with fascines. and 1” thick. fortified structure within a stronghold. For variant dimensions. even if the thick. This
stronghold or settlement. For variant dimensions. but some are left unfilled. burning oil.
keep is 80’ high and 60’ square. besieged strongholds to prevent traffic in or out. A standard building
drawbridges. adjust price and shp proportionately. adjust
Stone-throwing artillery and gigantic creatures deal only 1/10 price proportionately. settlement from besiegers. adjust price and shp which necessitates a more flexible approach to construction. A standard moat is 100’
Stone and earthen structures are even harder to damage. For palisades with variant dimensions. and the defenders
gain a +4 bonus to saving throws v. These rules
that can be raised or lowered to control access. Palisades are commonly built around army encampments to
Unit Capacity: The number of company-sized units that can provide security.Campaigns
as gigantic and larger creatures. On a successful saving long. Ramparts may be surmounted by parapets and
defenders gain a +4 bonus to saving throws v. offering the
outside the stronghold and connected to the walls with a short defenders a vantage point from which to view the surrounding
neck. Walls
may be built up to 200’ high. Those basic rules for
Keep: A fortified tower within a stronghold that serves as the construction are simple and easy to apply. area as well as a wide field of fire for missiles. A barbican can hold 4 units.
section provides rules for constructing strongholds. and stairs. manufacturing siege engines. For variant
substitute for the rules for commissioning equipment and
dimensions. For walls with
effect would normally deal ½ damage. A standard
drawbridge is 10’ wide.
protected by battlements suffer a -4 penalty. and a drawbridge. 100’
artillery.
only 1/5 damage to stone structures.
over 60’ high. Towers have 5’
thick round walls. Arrow slits must proportionately. Blast caused by artillery.
Gatehouse: A fortified building protecting an entrance to a
many large and expensive items must be constructed. adjust price and shp
arrow slit per 5’ per story is required for a multi-story wall to be
proportionately. 1 arrow slit per 5’ of wall is standard. A large tower can hold 2 units.
townhouses). A stone wall is 100’ long and 10’
creatures protected by battlements take no damage. roof. adjust price and shp
if the effect would normally deal ½ damage. 1
can hold 1 unit. and 1’ thick. The well-trained work force. pierced
costs 50% less but are -1 AC. and other features must be purchased separately. firing through arrow slits. The standard gatehouse is 20’ high. The standard rampart is 10’ high. Towers
small towers.
Barbican: An outer fortification consisting of a gatehouse. The Adventurer Conqueror King System: Domains at War . (Arrow slits. adjust price and shp proportionately.
targeting creatures behind arrow slits suffer a -4 penalty. adjust price and shp proportionately. provide an obstacle against besiegement.5 units per 10’ of
thickly built than similar civilian structures (e. or similar effects. Towers
Battlement: A defensive structure built atop walls to protect
have one story per 10’ of height. A barbican may be situated are typically higher than the surrounding walls. Missile attacks Rampart: A broad embankment made of rock fragments.
Construction Projects 49
Daniel Thorp (order #7365502)
. A standard
constructing strongholds found in Chapters 3 and 7 of the
gatehouse can hold 2 units. and stairs.
For square keeps with variant dimensions. The standard only suitable when leaders have the leisure to gather a large. cottages or
height. They are also used to circumvallate (encircle)
garrison the fortified structure. virtually always pressed for time and/or short on skilled labor. and 15’ thick.) Add up the length of all sections of wall
Drawbridge: A movable bridge that can be raised or lowered to determine the number of units that can defend them. Petards (p. 20’ high. stone-lined trench surrounding a stronghold to
structures. Square towers
high barrier (parapet) running the length of the wall. On a successful saving throw.
across a moat to control access to the stronghold. two Tower: A tall. floors.
proportionately.
defended with arrows. Wood-
throwing artillery and huge creatures cannot even deal damage. and more. A moat does not have shp. A 100’ wall can be defended by 1. A round keep costs 50% more but has +1 AC. Blast caused by used as defensive walls. battlements. or earth.g. even For ramparts with variant dimensions. and 10’ deep.
A standard keep can hold 12 units. deal normal damage to wooden Moat: A broad. plus an additional 1. be constructed in this manner. Wartime construction efforts are
interior features wooden doors and stairs between its 8 floors. A battlement consists of a chest-
dimensions.

not siege engineers. craftsmen. A siege engineer has the construction
of 800gp. The default construction construction rates. 2 Journeyman. Each unskilled laborer has a wage rate and
to 100.) Back to Basics: The basic stronghold construction rules in ACKS
assume a typical stronghold is constructed by around 3.
peasants to serve as laborers has the same limits and effects on
domains as levying peasants into a militia.000gp while a heavy catapult has a construction cost construction project.
be peasants. Each day. The wages rate and construction rates of unskilled laborers. 14 journeymen. ammunition scavenging. rate of a journeyman craftsman. sapping.000gp construction cost. each worker contributes a gp value of their wage rate. every construction project has a construction There is usually no more than one master craftsman per one
cost. 210 men total. such highly trained characters are better used as
construction towards the construction cost. a keep has a construction Engineers and siege engineers can labor on any type of
cost of 75.
Wage and Construction Rates
Worker Construction Rate/Month Construction Rate/Day Wage Rate/Month
Unskilled Laborer 3gp 1sp 3gp*
Skilled Laborer 6gp 2sp 6gp*
Apprentice Craftsman 10gp/15gp** 33cp/5sp** 10gp
Journeyman Craftsman 20gp/30gp** 66cp/1gp** 20gp
Master Craftsman 40gp/30gp** 1gp. A siege engineer may supervise
laborers. AND SUPERVISION personal construction rate by 25% due to friction and chaos.
siege engine manufacture.
Monstrous Workers: Sometimes a construction project
The Typical Laborer: If you don’t want or need to differentiate
may have access to ogres. field fortification. The total is thus 500gp of construction per day. as detailed in the
These construct a total of 150gp per day.
projects are presented in the context of Chapter 5. and other apprentices to increase their construction rate by 50%. Of these. construction rate. 33cp 250gp
*Troops on labor detail must still be paid their normal wage rate. a master craftsmen managing junior craftsmen on a large-scale
construction project (taking more than a day) reduces his
CONSTRUCTION COST.
construction rate of 1 2/3 sp. all construction is handled Craftsmen have considerably higher wage rates and
as a series of construction projects. One in four laborers is
per day. conscripts. or other powerful
between unskilled laborers. month. slaves. and ship building are discussed Master craftsmen can also manage up to 2 journeymen and 4
in this section. and engineers are summarized on the
EXAMPLE: A construction project with 50 unskilled laborers Wage and Construction Rates table. month.
50 Construction Projects
Daniel Thorp (order #7365502)
.
**When apprentices and journeymen are working under master on large project.
(one with the appropriate Labor proficiency. centaurs. This amount is supervisors. a journeyman craftsman can construct 20gp per
ammunition scavenging.
field such as bricklaying or stonecutting. (Note that this is less than
workers.000
Skilled laborers are trained workers in a physically demanding
men. In Domains at War: Campaigns. and
creatures. Unskilled laborers might
one construction project of up to 25.
project in gold pieces.) Characters with just one rank of Siege Engineering
known as the construction rate. Each skilled laborer
each with their 2 journeymen and 4 apprentices. Multiple engineers or siege
construction rate of 3gp per month or 1sp per day. Slaves or prisoners need not be paid any wages. As detailed in the Proficiencies section
project is stronghold construction. A worker’s construction rate is proficiency count as skilled laborers. However. an apprentice craftsman can construct 10gp per
ship building.
laborers. A project’s construction cost is equal to the base cost of the hundred laborers.000gp construction cost. skilled laborers. and
28 apprentices) has a total construction rate of 35gp per day. RATE. but other examples include of ACKS. and 4 Apprentices 150gp** 5gp** 150gp
Siege Engineer 20gp 66cp 50gp
Engineer 40gp 1gp. (Levying
engineers may work together to supervise large projects. skilled
be siege engineers or engineers. giants. Monstrous workers multiply their construction rate
engineers. and sapping. The two
usually a skilled laborer. Sieges. Construction Supervisors: Each construction project must be
overseen by a construction supervisor. For example. and a master craftsman can construct 40gp per month.
normally identical to his wage rate. below. 30 are master craftsmen of the various types. Supervisors must either
Construction workers may be unskilled laborers. Another 525 skilled
Proficiencies section of ACKS) has a wage rate and construction
laborers and 2. This is a good option for large armies on long
campaigns. Every 3. and/or engineers. siege engine manufacture. craftsmen. The sum of the
has a total construction rate of 5gp per day. A construction
construction rates of all the workers on the project is the total
project with 49 craftsmen (7 masters. prisoners.450 unskilled laborers construct another 350gp
rate of 6gp per month or 2sp per day. while an engineer has the
The construction cost is paid by the labor of construction construction rate of a master craftsman.000 laborers will construct
rounded down.
500gp per day. craftsmen. you can simply assume that every laborer has a
(normally that of unskilled laborers) by their normal load / 5. or even mercenaries
An engineer may supervise one construction project of up
on labor detail.
Regardless of type. 33cp/1gp** 75gp
Master. Stronghold construction.

construction site.000gp to 300. and wall of stone are the
the great wall will encompass (100 / ½) 200 construction
most valuable spells for construction projects. This construction rate
thereafter work at only 33% the normal construction rate. decides this is far too
additional construction costs (from 200. That means the 2 keeps are on site. the Judge determines Move earth.000gp stronghold. Marcus’s at a construction site easier to sculpt and mold until the mud
workers now have a total wage rate of 1. With
and craftsmen to construct his 200. Since Marcus’s can work stone as if it were earth. it will take 108 days for them to build the
time by 25% (from 400 days to 300 days) by paying 50% tower. He decides to buy lumber and timber for his
the construction site. Move earth is then used
should increase the labor cost of a construction project by to pour the mud at the site into a wooden mold created by on-
Construction Projects 51
Daniel Thorp (order #7365502)
. These additional workers
will have a construction rate of just (33% x 500gp) 166gp A spellcaster can use transmute rock to mud to make the stone
per day. p.500gp per turn. Marcus decides to hire another 3.000gp stronghold. This great wall will cost
2. a construction 200. a huge
end up costing more (in gp of wages paid) than the labor cost of tower.000gp) 225. or more when raw materials must be gathered and
back and forth between them as appropriate. For the duration of the spell (3d6 days). reduced by 25%.
Note that this result is mathematically identical to the option EXAMPLE: The workers at Quintus’ construction site have
a construction rate of 500gp per day.000gp.000gp.000 cubic feet costs 2. the grasslands of Southern
the project.000gp each). The first 3.000 workers 200’ x 100’ x 15’ mound now rises from the plains. transmute rock to mud. the Judge rules that the great wall must be divided into A spellcaster with Engineering proficiency. moats.000 workers on a construction site projects is 12. He rolls 3d6 for the duration and gets an 11. The Adventurer Conqueror King System: Domains at War .640. It will now take (150. the worker’s construction rate will be (500gp
Construction projects require an available source of raw x 150%) 750gp per day. Since a construction supervision of an engineer.
projects. 127) of reducing construction
a cost of 54. “But not fast
materials (lumber and/or stone).500gp. As a general guideline. and stone is assumed to be drawn from quarries near the rock to mud can speed up construction even further. Wanting to hasten the 2. in order to reduce the labor cost.
with identical characteristics.000gp. transported to the construction site from a long distance. The Judge construction site into shapeable mud.000gp in
consolidated into a single construction project. The caster’s construction rate towards these
construction site.
work at their full construction rate.000 rate by 50%. the workers
a total construction rate of 666gp per day.)
300.000gp (25% of the cost of the
site should be about ½ mile in diameter. Because it occupies such a large geographic ASSISTING CONSTRUCTION WITH MAGIC
area. can use spells to assist construction. on a large hill market or scavenged from other buildings on the construction
Equipment
about ¼ mile in diameter. The spell expires after 6 turns. However.000 /
construction rate of 500gp per day.000gp per hour Quintus is able
workers have a total wage rate of 500gp per day and total to erect an earthen mound of (15. the labor
cost is reduced by 25%. so you can switch 10%. and earthen ramparts!
although the workers’ wage rates remain the same. Quintus.
EXAMPLE #1: Marcus wants to build 2 keeps (75.” he thinks.
CONSTRUCTION SITES EXAMPLE: Marcus has access to the nearby market of
The geographic area around a construction project is called Arganos.000gp.000gp.000’). (A stronghold constructed in this manner will look
/ 666) 300 days to build at a cost of (300 days x 1. For the
CONSTRUCTION MATERIALS next 11 days. The a construction rate of 75.000 workers may work on any given earthen ramparts. but the labor cost is reduced by 25%.000gp). lumber is enough!”
assumed to be cut down from a forest near the construction
A spellcaster capable of casting both move earth and transmute
site.000 / 666) 225 days to
construction of a similar sort at the same construction site must be build the stronghold and cost (225 x 1.000 various laborers An earthen rampart of 15. Any additional workers allowing 75. Their wage rate remains 500gp per day.Campaigns
systems (ACKS and D@W) are compatible. The time and effort required to secure these Transmute rock to mud is first used to transform the stone at a
raw materials is already factored into the labor cost.
A spellcaster can use move earth to dig or fill moats or erect
A maximum of 12. or under the
many different construction projects.000gp/day) like it was built of mud or concrete rather than stone blocks.
The raw materials cost 50. For ease of play. each costing 13. increasing their construction
stronghold has a base cost of 200.000 cubic feet! When the spell’s duration ends. but the labor cost is
project of 200. with 200’ of high wall (25.200gp.500) 450. 20%. wages.000gp per day and hardens. “Better. He casts transmute rock to mud on the construction
site. long. He
casts move earth and gets to work fixing the local geography.000gp Alternatively.000gp of construction total.
and 100 miles long (528. Any and all to 150.
the construction site is left to the Judge’s discretion. on a hill. Argollë where he is building are as flat as his spellbook. If purchased at market. but the value of the buildings is reduced
EXAMPLE #2: Marcus wants to build a stone wall 20’ high by twice that amount.
site is about ½ mile in diameter. can only be used on ditches. Thus a
project built with a work force of more than 3. If scavenged from nearby buildings.
EXAMPLE: Marcus initially hires 3. a
project. it will take (200. raw materials may be bought with cash at a
each). The exact border of
construction project).000 workers will EXAMPLE: Quintus wishes to build his sanctum. Unfortunately. Since a huge tower has
(explained in Chapter 6 of ACKS. the raw materials will cost 25% of
the same site and must be combined into one construction the total cost of the construction project.000 cubic feet x 75.000gp in wages. the project will get built faster. an impatient fire mage.

be handled as a construction project. Subsequently. 20 apprentices. This value. a spellcaster can also use wall of stone to instantly and Baal assigns 12 master craftsmen. and ramparts only
Transmute rock to mud Increase construction rate of workers at construction site by 50%
Move earth and transmute rock to mud Increase construction rate of workers at construction site by 100%
Move earth and rock to mud with wall of stone Gain 500gp of construction per wall of stone spell cast
Wall of stone Decorative re-surfacing of 5. Because rate of (12 x 5gp) 60gp per day. The project has a
rock to mud on the construction site.000gp of stronghold
52 Construction Projects
Daniel Thorp (order #7365502)
.500gp) 21. be constructed simultaneously at the same site.000gp of stronghold value. Any dispel magic cast will function like a
disintegrate spell!
Spells Cast Construction Effect
Move earth Gain 12. and/ » The normal limits regarding construction sites
or made of exotic stones.
EXAMPLE: King Edward Longshanks orders the
EXAMPLE: Quintus. a wall of stone can be dispelled easily. however.
EXAMPLE: Surveying his completed sanctum.
3 castings) 1. artillery
allows workers to construct stone structures as if they were and siege equipment are constructed by a leader’s siege
wooden. and 48
permanently erect a stone structure of up to 250gp value. Using this process. Each day.000gp / 1. Quintus is partial
to red. about three months. combined with the
construction rate of the workers.000gp / 5. supervisors are available. siege towers are capped at 1. King Edward
in the shape of the poured mold. Depending » The construction site for the ship must be adjacent
on the mage’s spell signature and desires. so he uses a series of wall of stone spells to re-surface particular ship is equal to the ship’s maximum crew. he casts three walls of craftsmen. he dispels the spell and returns Any number of siege engines may be constructed
the mud to rock. Use the standard
A spellcaster can also use wall of stone to re-surface a stone wall Construction Project rules. In this manner.
the construction rate on the project becomes (500gp x 2) » The number of workers able to work on any particular
1.500gp) under the
the wooden molds his workers are creating with stone supervision of a siege engineer. Building a ship can
days to complete the stronghold.
wall of stone spell cast in this manner. the transmute rock to mud spell is ARTILLERY AND SIEGE EQUIPMENT CONSTRUCTION
dispelled or reversed. provided enough
mold and a concrete-like tower remains.
Finally. a spellcaster can use wall of stone towers are capped at 300 workers.
When the mold is filled. Quintus
» The number of workers able to work on any
decides that it lacks pizzazz. and the wooden molds are pulled down. do not apply to artillery and siege equipment. the
then dispels the walls and mud.000gp per day. the walls of stone to a navigable waterway. It takes
(54. He then casts transmute laborers.
provided enough supervisors are available.
This removes the need for workers to construct wooden molds. moats. The workers then remove the wooden simultaneously at the same site. doubling their construction rate. engineers and workers. structures made up of walls of stone galley to be built.000gp each).
As the mold is erected. it will take (54. Huge
54 days to erect Quintus’ sanctum. decides to supplement construction of a heavy trebuchet (2. 10 journeymen. Quintus uses transmute rock to » The normal limits regarding construction sites
mud and move earth to pour shapeable mud into the mold.000gp / 2. While apprentices to each galley.500gp per day. It will take (54. ever impatient. so up to 90 workers can work on each galley. Galleys have a maximum
crew of 90.200 workers. He assigns 5 master
molds made with magic. It will take 167 days for each
of this critical weakness.000gp) piece of artillery or siege equipment is limited. site workers. and uses move earth construction rate of (5 x 5gp/day) + (15 x 0. leaving behind stone walls workers finishes construction of the trebuchet. Any number of ships may
5. forming a magical “coat of paint”. Because of these limits. Artillery and siege equipment are sometimes purchased at
leaving behind concrete-like stone. Use the
EXAMPLE: Quintus halts work on the mud and orders the standard Construction Project rules except as follows:
workers to instead construct a wooden mold for his sanctum. and siege equipment are capped at 50 workers.
are easily destroyed. craftsmen rather than
Apply 500gp towards the stronghold’s construction cost per unskilled laborers generally do the bulk of the work. for a total of 50 workers.2gp/day) or 28gp
to pour the transformed earth into the stone molds. graven with strange runes.6 A maritime siege may require ships. All other artillery
to create stone molds into which he can pour transformed mud. and 15 skilled
stone in the form of stone molds. Constructing a piece of artillery or
siege equipment is handled as a construction project. He per day. except as follows:
with a new surface. Quintus dubs it “Warwolf ” and immediately smashes Stirling Castle
achieves a construction rate of (500gp per wall of stone x with it. yields a total construction SHIP CONSTRUCTION
rate of 2.500gp per turn construction rate on ditches.
might be seamless and smooth. After (2. fleet of 5 galleys (10. 24 journeymen.
his sanctum’s outer walls with coral red marble. Large siege
To further speed the process. More commonly.000gp) 11 walls of stone to entirely re-surface EXAMPLE: Baal the Terrible orders the construction of a
the sanctum. Each galley has a construction
permanent.500gp per day.500 / 28) 89 days. At this rate. Each wall of stone can re-surface do not apply to ships. This combination of spells market or commissioned. As a fire mage.

the art of keeping one’s
freedom of action. in the last result.
– Xenophon
Daniel Thorp (order #7365502)
. Chapter 3: Campaigns
The art of war is.

56). is ideal for regional maps. defensive. The acting army selects its strategic stance
(see below). evasive. The weekly increments can be thought of
a lower count is reached. These mechanics
When on campaign.
54 Regions
Daniel Thorp (order #7365502)
. Occupying. defensive.co.
called the “acting army”. but will not otherwise attack. and other activities should be addressed
favor of the leader with higher strategic ability. After the acting army completes
to wage war. Then
Longer campaigns can last seasons or even years. However. navigable waterways. the Judge should
order a forced march (p. Larger regions can
consequences of lack of supplies. A short military campaign will last one month. meaning that the army is actively seeking battle with
controlled by another leader without his opposing armies. A becomes the acting army. so that the Judge knows the
in a stronghold. If one of the armies is
of hex graph paper beforehand.
be plotted by adjusting the scale upwards so that each small hex
equals 24 miles.
set of larger 24-mile hexes. consisting of
might fight a battle.
on top for easy reference. if any.
d. about nearby opposing armies. available for free the initiative passes to the leader with the
download at www. Movement and Battles: Starting with the leader with
Conversely.
urban settlements. invasion. and roads. Sieges
layout of the land. intelligence those armies learn about the
acting army. Conquering. week. The army with the initiative is
turns is very important. If the acting army is now in the same
REGIONS 6-mile hex as another army. the leader may When resolving actions in daily increments. 58) to determine
out of their garrisons. it resolves the
for a principality or portion of a kingdom. either offensive. e.
a. An army on campaign must be assigned a strategic stance.
2. Wars are fought in a series of military campaigns. The acting army conducts any desired Strategic stance determines how an army reacts when it detects
movement (p. down to the negative value
as similar to the turns of a dungeon crawl – sometimes tracking
of his initiative score. Battles are discussed
several domains or realms. the army is considered to have is offered by an opposing army. 63). and other times it’s not at all. the Judge should shift the time increment to days instead
score by rolling 1d6 and adding his strategic ability of weeks. he may begin c. A
and simply adjudicate each army’s movement and activities in a
leader may choose to delay his army’s initiative until
more casual manner. 4. Regions should be mapped on sheets
in Chapter 4. An army’s strategic stance may be either
this takes the acting army into a domain offensive.
increments of weeks. meaning the army will fight if battle
permission. Supply: Each army checks if it is in supply (p. Sieges. its movement.
b.
ACKS-compatible medium region hex paper. Hannibal the Judge makes a reconnaissance roll for
of Carthage fought a ten year campaign against the Romans each nearby opposing army to see what
during the Second Punic War. it pays its supply cost. His army now
hex paper is 32 6-mile hexes wide and 48 6-mile hexes long. armies generally take actions in time are discussed in the Invading. Resolve any ties in reconnaissance rolls. and indicate the location of major domains. and ends when the army’s troops return what intelligence the acting army learns
to garrison. or STRATEGIC STANCE
evasive.
type in each hex. the Judge may dispense with these steps
leader now has the opportunity to move his army. Battles.
bonus to their initiative score.
the Judge should follow the procedure below:
When opposing armies are within one week’s movement of each
1. This next highest initiative score. if still daily. conquest. those armies
Military campaigns take place within regions. supply should still only be checked once per
tied.
Successful invaders get an opportunity for
CAMPAIGN ACTIVITIES occupation. Occupation and Conquest: The outcome of any
invasions by the various armies are resolved. are superimposed
3. Initiative: Each army’s leader calculates his initiative other. 8 wide and 12 long. The medium region map is sufficient
If so. and Pillaging Domains section (p. During each week of a military campaign. 20) to the roll. The regional map should show the terrain
are discussed in Chapter 5. meaning the army will avoid battle if possible. Once a leader has raised and equipped his army.
(p. 63). the Judge makes a
A military campaign begins when an army’s troops are taken reconnaissance roll (p. if the opposing armies are so far apart as to make
highest initiative score and counting downward. 55) in order to gain a +2 follow the same steps as above. battles. Before rolling. If not. If opposing armies. each
interaction impossible. Movement. After the results of any battles or sieges
triggered by the acting army are resolved.autarch. a siege might result. re-roll. 55) on the regional map. This allows for close maneuver of the opposing forces. or
invaded the domain (p. and pillage.

desert. and move much
Naturally. it can sometimes be
If an army marches more than four days out of seven without advantageous to split the army into divisions and have each
resting. x 2/3 based on a full day of travel
hills. The weekly movement rates above movement multiplier is worse.
does not actually move more than its normal daily movement. traveling
quarter to one-third to be in the rear guard. Divisions in the vanguard lead forced march either before initiative is rolled or during his
the marching order and are the most likely to fight an offensive initiative. When necessary. the Roman general orders a forced
Campaigns
march. If a multi-hex army
for three days out of every seven in order to re-supply and occupies two or more different types of terrain.001-72. before the Germans.
240' 48 / 8 192 / 8
270' 54 / 9 216 / 9 MOVEMENT OF LARGE ARMIES
300' 60 / 10 240 / 10 Most armies occupy one 6-mile hex or less.
72. The Roman army has a
Armies move on the regional map. have no
need to rest. any army traveling in formation moves at the rate slower. moving back into adjacent hexes. apply whichever
care for their pack animals. A leader who
an evasive battle. The Movement of Large Armies table shows the column
of its slowest unit. The
Encounter
Movement Daily Movement Weekly Movement
Roman general beats the German general’s initiative score. the army’s daily movement rate is increased
Any army’s strategic stance may be changed freely each time
by 50% because of the forced march. However. such as constructs. battering
rams. however. as shown on
Road. and siege towers. each day of
initiative is rolled. Either way. Divisions in the rear guard cover the flank of an evading rolled. Each of the divisions then functions
throws and damage rolls per day until they have caught up on as a separate army for all purposes until the armies regroup by
the required rest. He arrives after dark to find the Romans safely
210' 42 / 7 168 / 7 behind the fort’s walls. x1/2 Up to 12. but does increase his army’s daily movement
180' 36 / 6 144 / 6 rate by 50%. it must designate one-quarter FORCED MARCHING
to one-third of its divisions to be its vanguard and another one. enough to reach the fort!
60' 12 / 2 48 / 2
It is now the German general’s initiative. Large
360' 72 / 12 288 / 12 armies. With the Judge’s permission. A leader may order a
divisions are in the main body. as shown on the table below. trail x 3/2 36. require such long columns of march that they
occupy 2 or more hexes on the regional map.
Because large armies move so slowly.
Tireless Troops: Certain troops. armies are required to rest of the movement multiplier for terrain. Such units may march every day. This grants a +2 bonus to his initiative score. swamps.001.
movement rates of its troops. Before initiative is rolled. armies may engage in a forced march. Angry at allowing
90' 18 / 3 72 / 3
the wily Roman to get the drop on him.
include this mandatory rest period. The length and movement multiplier based on the size of the army.000 troops 2 hexes x 3/4
rate somewhat. and even conduct MOVEMENT OF WAR MACHINES
a forced marching without penalty if desired (see below). If the leader orders a forced march before initiative is
battle.000 troops 1 hex x1
The terrain type will alter the
mountains 12. The remaining 12 hours per day instead of the usual 8. woods Army Size Column Length Movement Multiplier
through open. galleries. all its units suffer a cumulative penalty of -1 on attack division march separately. clear terrain. which include all types of artillery. Because of the forced
Feet per Turn Miles / 6-Mile Hexes Miles / 24-Mile Hexes march. The daily and weekly
daily movement rate of 12 miles. Battles.
Movement movement rates shown on
Terrain Multiplier the table above are figured Movement of Large Armies
Barren.000 troops or more 4 hexes x1/4
REST AND RECUPERATION Any movement multiplier due to army size is applied on top
When moving over long distances. This does not impact his
150' 30 / 5 120 / 5 initiative score.
and takes the opportunity to go first.36. the Roman army’s daily movement rate is (12 miles x
30' 6/1 24 / 1 150%) 18 miles. This penalty applies even if the army
is discussed further in Chapter 4.000 troops 3 hexes x1/2
the table to the left. he gets a +2 bonus to his initiative score. screws. the German general
120' 24 / 4 96 / 4 now orders a forced march as well. War machines. hoists. The Roman general wants to
movement rates of an army are related directly to the encounter make sure his army gets to the fort first.
MOVING ARMIES EXAMPLE: A Roman army and a German warband are each
18 miles from a nearby Roman fort. can be moved
Moving Armies 55
Daniel Thorp (order #7365502)
. This represents
army’s other divisions and are the most likely formation to fight awakening the troops early for a pre-dawn start.
Jungle. orders a forced march during his initiative does not get this
bonus. it may also be
forced marching counts as two days of marching for purposes
changed when a new opposing army is detected. Strategic stance
of rest and recuperation. The Adventurer Conqueror King System: Player’s Companion
When an army chooses its stance. and can march
330' 66 / 11 264 / 11 at about the same pace as individual men and horses.

as well
get there in 2 ½ weeks. it must have a clear line of supply
of constructing the war machine from scratch (minimum one to its supply base.3gp/day – thus proportionately more to supply per unit. If the legion marches with its heavy catapults Brigade 960gp 3. must meet three conditions. 31) has a list of weekly supply costs for other types
Each man has a typical construction rate of 1 2/3sp per day.
it takes just one day to disassemble the catapults. In order to be in supply.or larger.040 men has four heavy Company 60gp 240gp
catapults (600gp each). Third. and take 5
weeks. Unit Scale Infantry Unit Cavalry Unit
Platoon 15gp 60gp
EXAMPLE: A Roman legion with 1.
day).840gp
assembled. an army
per turn (12 miles per day and 48 miles per week).
56 Supplying Armies
Daniel Thorp (order #7365502)
. 24) cost double to supply. Second. it must have a sufficiently valuable
project (p. of creatures. Roster (p. and water. Disassembled war machines cannot be used until they are
assembled. it will travel at 24 miles per week. while disassembled war machines move at a rate of 60’ suffer severe consequences. First. or is SUPPLY COST
surprised on the march. it must be able to pay a supply
Assembling and disassembling a war machine is a construction cost (in gold pieces).scale units cost
so each project has a construction rate of 8. Assembled war machines SUPPLYING ARMIES
move at a rate of 30’ per turn (6 miles per day and 24 miles per An army on campaign must remain in supply at all times or
week). and The costs are inclusive of fresh bread. The Exotic Creatures
projects.
catapults on arrival. will not have access to any disassembled Cost Per Cost Per
artillery and other devices. Armies with smaller. each of which can have up to 50 men assigned to it. It then takes one day to assemble the as pack animals and handlers for the transport of the provisions. 49) with a construction cost equal to 1/100 the cost supply base or bases. the supply cost is 60gp for each unit of 120 infantry. It has to march 120 miles to lay siege Battalion 240gp 960gp
to a Gallic fort. so an army that has to suddenly pitch battle. Units without a quartermaster (p.
Disassembling the catapults is a set of four 6gp construction and 240gp for each unit of 60 cavalry. either assembled or disassembled.
Each week. wheat. The legion
can then march to the Gallic fort at 48 miles per week.

and do not count hexes where the route runs along a navigable
Supplying Armies 57
Daniel Thorp (order #7365502)
. water. so there is no
longer a clear line of supply to it from Cyfaraun. 64 and p.
repulsiveness of the practice.
When Moruvai’s army captures 500 normal men.g. 11). urban settlement with a monthly income of 1. or from one supply base to another. By building such supply
to supply. a city of
infantry units and 4 brigade-sized cavalry units. A line of supply is clear if it is neither
stronghold can serve as a supply base. each of these units must to build these forts. Therefore they supply (500 x 5) 2. Marcus decides to construct a chain of
However. and 55.
Count every four road or three settled hexes as just one hex.600gp as a supply base. The wolf riders costs (240 x 4) 960gp per week fort that can serve as a Class VI market. Cyfaraun is
A non-Chaotic unit which sees casualties or prisoners of its
now worth only (1. One of the units fails its roll and campaigns anywhere between the borderlands and Kavala…
deserts. supply base for Marcus’s army. so they are worth EXAMPLE: With Cyfaraun no longer sufficient to serve as
5xp each. and now has a supply cost of 65. Upon seeing prisoners of their of operation all the way back to Kavala. or of supply must be clear. base. Meanwhile.
an army requires one or more supply bases whose total value
equals or exceeds its supply cost. army and its supply base is too long. grass. The
meat to the wolf riders. dragons.650) 57.000gp construction project. the the army can create a chain of supply bases back to a large capital. have no An army may change its supply base(s) at any time. Cyfaraun is a Class IV
supply cost is [12 x 960) + (4 x 3. Any friendly or occupied city. such as constructs.650 +
much more expensive to supply.840)] 26. or swamp hex as
two hexes. Some problems create their own solutions… in the chain of forts.000gp.
own race eaten by a carnivorous unit from its own army suffers It is no longer of sufficient value to serve as a supply base for
a calamity (p.880gp per week. They are never considered out the captured stronghold as its supply base. his supply base. Such units have no supply cost and do not if it captures a stronghold near the front lines.950 + 55.
If necessary an army can construct its own supply bases. unobstructed route is found for the supplies. Count each jungle. The supply cost for these units 110. Normal men have 1-1 HD. these units are
sometimes fed battle casualties (p. Marcus must find a larger supply base.
» The monthly income (after expenses) of any friendly A supply line becomes overextended if the route between the
domains in the same 24-mile hex as the supply base.500gp worth of his supply base. Cyfaraun has a clear line of supply to Arganos. The length that the supply
and line can extend is limited by the terrain the supply line traverses.
similar inexpensive foodstuffs. 38 forts. Undeterred. wealthy domain which has a monthly income of
Carnivorous Troops: Most units are fed wheat.
LINE AND LENGTH OF SUPPLY
SUPPLY BASE The line of supply is the route between the army and its supply
A supply base converts supply cost (gold) into food.
Hungerless Troops: Certain troops. For instance.000) 167. An army with a blocked
supply line is out of supply until the enemy forces are driven off
» The monthly income (after expenses) of the supply or a new.
need to eat or drink. If a unit’s troops or mounts are a Class II city with a supply value of 110. easily valuable enough to serve as the
is generally four times higher.
of supply. Just count the number of 6-mile hexes between the
army and its supply base.950 + 55. stretching from his army’s area
aligned human mercenaries.
base. To function. It will cost 380. Count every two hill or woods hexes as three hexes. it can begin to use
have to maintain lines of supply. 74) in battle or from pillage.
prisoner supplies his own base XP value in gold pieces of meat. Count each barren or desert hex as
four hexes. an army can build a small border
Campaigns
wolf riders. enough to keep the unit in supply city of Kavala is the last friendly city of sufficient size to be
for 2½ weeks. beast riders. blocked nor overextended. town. Cyfaraun
carnivorous (e. but Marcus will have a supply base for
now make a loyalty roll. Marcus has greatly
(p. The Adventurer Conqueror King System: Player’s Companion
EXAMPLE: Marcus’s army consists of 12 brigade-sized EXAMPLE #1: Marcus’s supply base is Cyfaraun. ghouls). each 24 miles apart.600gp. As a
EXAMPLE: Moruvai’s army includes a unit of 60 goblin 10. oats. His army’s 2.000gp. bases periodically as necessary to maintain a clear line of supply.000gp
race devoured by the wolf riders. but Kavala is separated from his army by
900 miles of desert. mountain.000 families in Southern Argollë. the unit will be is therefore a supply base with a value of (1. Arganos has become besieged. Moruvai sends his wolf riders to capture assuming that the enemy does not capture one of the “links”
the deserters. due to the innate Marcus’s expanded force.650gp. The value of a supply base is A supply line becomes blocked if the route passes through
the sum of the following: any hexes occupied by enemy forces.
ruthless ruinguard decides to use the prisoners as food for
the wolf riders. Each casualty or expanded his army.
» The value of any supply bases to which the supply Determining whether a supply line is overextended is a simple
base itself has a clear line of supply (see below) matter. triggering a loyalty roll. It sits
in a large.950gp. Moruvai’s army includes four units of Neutral.
As supplying carnivores can be quite expensive. 74) or prisoners captured EXAMPLE #2: Later in the war. In order to be in supply. a line
and other provisions.

nor do they
will yield up to 20gp of supplies per peasant family. SIMPLIFIED
remain. Domains at War abstracts the various
tactics into a set of mechanics called reconnaissance rolls. A domain can be looted until no peasant families SUPPLY. Each desert hex counts as 4 hexes. For each 20gp of supplies looted.
supplies is sufficiently large enough that the petty barons and
manorial lords do not resist its efforts. army is supplied and marches on. Supplies can only be requisitioned once every 6
not all. Either way. attempts to cross hostile or
requisitioned or looted. but the
need to make weekly morale checks. Thus. Beastmen. and forage rapaciously. Baal’s army’s and suffer a cumulative -1 to attack throws and damage rolls. With a supply cost of 27. yielding supplies totaling 60gp per family (40gp from In most cases. are as limitless as the
imagination of players. who have little need for food or drink. Marcus’s
Marcus’s army then enters the harsh desert of the Waste. no supplies coming from Cyfaraun. even if an army physically survives lack of supply. The hex has 600 peasant families under
An army with an overextended supply line is out of supply until a local lord. eat and reduce by 1 any penalties to attack throws and damage rolls
anything. while dwarves treat hills and mountains as they regain the ability to heal. troops that receive rations every other day
(or half rations daily) can function almost indefinitely. as it is
on. RECONNAISSANCE AND INTELLIGENCE
Intelligence gathering is crucial to waging war.
This represents the flight of farmers to the woods.
length of the army’s supply line is now (32 / 4) 8 hexes from A moving army can either requisition all its supplies from one
the road and (3 x 4) 12 hexes from the desert.000gp. The local lord. so the at the ruin that was once his flourishing domain. and losses from resistance to
the looting. field armies that campaign in well-populated
requisition and 20gp from looting). 64 of supply. recover 1 hit point lost to hunger. starvation
from soldiers stealing all the food. Since the
means of intelligence gathering that might be employed.
coast of Celdorea. requisitioning and looting
reduces movement rate by half. it
An army that is out of supply can requisition or loot supplies may not survive psychologically.
supply line only counts as 1 hex long.
terrain as settled. and
marching along an old imperial road for 32 hexes (192 gets (600 x 40) 24. one peasant family is lost. and hexes where the route runs along a Troops which are insufficiently supplied lose 1 hit point per day
navigable waterway are not counted at all. Every 4 road hex counts as 1 hex. Each week a unit is partially or
from peasants in the domains it passes through. This will leave the peasants with sufficient supplies
If the army has enough supplies to feed some of its units. see Pillaging Domains. causes the loss of (4. Its supply line is overextended. for a total of
particular hex. elves treat forest though magic will still work. Marcus’s army needs
supplies from the peasants. so Marcus’s army is
out of supply! hex it travels though. from hunger.
months.
For purposes of measuring their line of supply. garrison. or requisition a fraction of its supplies from each
20 hexes.000 / 20) 200 peasant families. and then from adjacent hexes. The count stares in horror
travelling 3 hexes. but generally an army large enough to need to requisition waterway. and then 3 hexes inland across settled
terrain towards Dappakosea. If troops eat enough food for a day.
miles).
EXAMPLE: Marcus’s army has encamped in a hex at the
the line of supply is overextended. An orderly completely unsupplied counts as a calamity and the unit must
requisition of supplies will yield 40gp of supplies per peasant make a loyalty roll. they lose the ability to heal wounds normally. p. This
overextended. provided the lord himself
is not harmed. or moves more than 24 miles from a road or
army. Such a domain is usually areas along roads and waterways can easily maintain their lines
pillaged to boot. The Judge can simply deduct an army’s supply cost
from its leader’s treasury each week. Since every 3 settled hexes CONSEQUENCES OF LACK OF SUPPLIES
count as 1 hex. the unsupplied
more that is taken the less remains for the peasants to survive
units suffer an additional -1 penalty on their loyalty rolls. the army’s leader must choose which units to supply.
58 Reconnaissance and Intelligence
Daniel Thorp (order #7365502)
. treat all terrain as settled.
evident that they are being left to starve while others feed. waterway at all! If the total count exceeds 16 hexes (96 miles).
EXAMPLE #2: Baal the Terrible’s army departs its supply An encamped (stationary) army must first requisition supplies
base in Zidium and marches 30 hexes (320 miles) along the from the hexes it is encamped in.000gp. Furthermore. The army’s supply line is not objections he orders his men to loot another 4.Any additional supplies taken must be looted. However.
REQUISITIONING AND LOOTING SUPPLIES However. so despite his moral
supply line is (32/4) 8 hexes.
settled. he can fight a battle against the invading unsettled terrain. so the length of the Marcus’s army needs more supplies. borders of the Waste.
family. and
the counter-measures against them.600gp per week and
it shortens its supply line to within the permitted length. but
to survive. dares not resist. Looting
The supplied units do not suffer any penalties. and only check for supply
If the domain’s leader takes umbrage at the supplies being if the army is cut off by enemies. Marcus requisitions supplies. with only a small
EXAMPLE #1: Marcus’s army departs from Cyfaraun.

while the “opposing army” is the army
There is no particular limit to the number of reconnaissance
Campaigns
being observed.000 troops total 0
Opposing army has 12. Then the Judge will make a reconnaissance that the army leaders remain unaware of how many rolls were
roll for each nearby army to see what it has learned about the made.
Reconnaissance Modifiers Modifier
Army Size
Opposing army has fewer than 600 troops total -2
Opposing army has only 600 to 3.) Varies
Observing army has spy infiltrated within opposing army +1/spy
Observing army can observe opposing army from the air +2
Observing army has stratagem to reconnoiter or scout enemy position (Judge’s discretion) Varies
Opposing army has stratagem to deceive or trick scouts (Judge’s discretion) Varies
Scouting and Screening Troops
Observing army scouting with 6 to 20 units +1
Observing army scouting with 21 to 100 units +2
Observing army scouting 101 or more units +3
Opposing army screened by 6 to 20 units -1
Opposing army screened by 21 to 100 units -2
Opposing army screened by 101 or more units -3
Observing army has more cavalry units in total than opposing army +1
Opposing army has more cavalry units in total than observing army -1
Terrain
Opposing army is in clear.
cavalry each spread across a 24-mile hex. jungle. If there is only one
As each army completes its movement. and Stratagems
Observing army can observe opposing army with magic (crystal ball. woods. the Judge will make a army within range. the Judge rolls 2d6 and
121-600 troops Two 24-mile hexes consults the Reconnaissance Rolls table. The Adventurer Conqueror King System: Player’s Companion
FREQUENCY OF RECONNAISSANCE ROLLS it will make three reconnaissance rolls. if there are 10 watchtowers with 1 unit of
army” is the army being observed.001 to 12. the Judge may roll for
Reconnaissance Range and against them as a single army with 10 units of cavalry. while the “opposing
one roll.001 to 72. or mountains hex -1
Observing army is more familiar with region than opposing army +1
Opposing army is more familiar with region than observing army -1
Reconnaissance and Intelligence 59
Daniel Thorp (order #7365502)
. The “observing army” is
against multiple friendly armies within one 24-mile hex into
the army making the reconnaissance roll.001 troops or more Four 24-mile hexes the adjoining table. so
on any nearby armies. it will make only one reconnaissance roll. etc.
army that just moved.
can be reconnoitered is determined by its size. etc. or desert hex 0
Opposing army is in scrub.001 or more troops +3
Proximity of Armies
Armies are in same 6-mile hex +2
Armies are in adjacent 6-mile hexes +1
Armies are in same 24-mile hex 0
Armies are 1 or more 24-mile hexes away from each other -1/hex
Leadership
Observing army’s leader has higher strategic ability than opposing army’s leader +1
Opposing army’s leader has higher strategic ability than observing army’s leader -1
Magic. scry. hallucinatory terrain.) +1/spell effect
Opposing army can camouflage location with magic (massmorph.000 troops -1
Opposing army has 3. and how many they failed.
Opposing Army Size Observing Army Must Be Within
RECONNAISSANCE ROLL PROCEDURE
120 troops or less One 24-mile hex To make a reconnaissance roll.000 troops total +2
Opposing army has 72. The die roll should
601-3000 troops Three 24-mile hexes be modified based on the Reconnaissance Modifiers table on
3.000 troops total +1
Opposing army has 36. plains. as shown on the
the Judge may consolidate the reconnaissance efforts for and
adjacent Reconnaissance Range table. For example.
reconnaissance roll to see if the army has gathered intelligence Reconnaissance rolls should always be made by the Judge. The “observing army” is the army making
the reconnaissance roll. The maximum range at which an army
If the number of reconnaissance rolls becomes burdensome. Spies. swamp.
rolls an army may make – if there are three armies within range.001 to 36.

the goblins have 16 units of wolf
two or more hexes. while the leader of the goblins has a strategic ability of
number of hexes between the closest unit of the observing army -1.
60 Reconnaissance and Intelligence
Daniel Thorp (order #7365502)
. massmorph.
number of hexes between the observing army and the largest The elven army will make a reconnaissance roll with the
division (or other body of troops) in the opposing army. For highly powerful spells such as commune or contact
other plane.
by an amulet or nondetection is their army protected from
scrying. as shown on the Results of
within the territory of the domain they garrison. Each hallucinatory terrain. Reconnaissance Rolls Spies: Spies can be infiltrated into an opposing army using the
rules in the Spying section below.
company-sized units. The total
and the location of units under his command may not be scryed adds up to -2. if an army with seven units employs massmorph to then the observing army may be unaware that the observing
disguise two units. they probably
This does not prevent other officers or units from the army
aren’t even aware there is an elven army in the area (unless
being scryed on. Both armies now get the chance to locate
Proximity of Armies: If the observing army is dispersed into each other. Catastrophe Stratagems: This represents a variable modifier that the Judge
3-5 Failure
can assign based on the actions of PCs and major NPCs. The spellcaster
must be familiar with someone in the opposing army.200 troops). In fact. The leader of the elves has a strategic ability of
two or more hexes. If both following modifiers: -1 (opposing army has 6 to 20 cavalry
the observing and opposing armies are dispersed into multiple units) -1 (opposing army has overall more cavalry and flyers
hexes.
upon. determine the proximity by counting the +2. See the
Stratagems section below.
flyers in an army on campaign will only scout and screen the 24. The table assumes hexes to a specific 6-mile hex. The total bonuses and penalties
add up to +1. The precision with
Reconnaissance rolls between armies three or more 24-mile which the location is known can range from a wide swath of
hexes away will therefore not be modified. success!
Three castings of scry count as one spell effect. If the opposing army has not yet been detected. or A failure simply means the observing army has gathered no
permanent illusion spell can hide one company-sized unit. If the opposing army is dispersed into of horse archers (cavalry). modified to a 3.320 troops) has just moved
12+ Major Success into a 24-mile hex of woods occupied by an elven army
(1. The elves have rolled a
effect.Scrying: The reconnaissance roll bonus is +1 per spell The Judge rolls an 8. determine the proximity by counting the number of units) +1 (superior ranks in military strategy) +1 (more
hexes between the closest unit of the observing army and the familiar with region) +2 (can observe enemy from the air) -1
largest division in the opposing army. or major success means the
Scouting and Screening Troops: Scouting and screening troops observing army has gathered some intelligence. so the Judge will roll 2d6+1 for the elves.
6-8 Marginal Success
9-11 Success
EXAMPLE: A goblin army (4. leader that he has rolled a major success and pretend to provide
intelligence as if that were the case. Cavalry and flyers on garrison duty will scout and screen the proximity of the two armies. The amount of
only modify reconnaissance rolls within a limited range around intelligence gathered will depend on the degree of success and
them. The elves are more familiar with the region. A marginal success. or already The goblin army will make a reconnaissance roll with the
following modifiers: +1 (6 to 20 cavalry units) +1 (army has
know the location of the opposing army. it will count as being an army of five units army is there at all. determine the proximity by counting the riders (cavalry). so the Judge will roll 2d6-2 for the goblins. However. the intelligence
Magic .
(600 troops) total for purposes of army size. For intelligence. false intelligence. Cavalry and Reconnaissance table below. the goblins have failed to
gather any information about the elves. (opposing army in woods). opposing army relative to its own position. the Judge may provide information from these RESULTS OF RECONNAISSANCE ROLLS
spells using the question-and-answer mechanics described in A catastrophe means that the observing army has gathered
ACKS. Only if every officer in the army is protected they knew from a prior reconnaissance roll success). The Judge should inform the observing army’s
as appropriate. The elves have 1 unit of giant hawks (flyers) and 2 units
and the opposing army. modified to 9. in order to make use
overall more cavalry and flyers) -1 (inferior ranks in military
of the scry or crystal ball. treat a battalion-sized unit as 4 units and a
brigade-scale unit as 16 units.
size of the opposing army. The Judge rolls a 5. which makes the army harder
to observe. his location woods) -1 (opposing army has only 5 to 20 units). Location: The observing army learns the location of the
mile hex their army is located in and the adjacent 24-mile hexes. If an officer is protected by an amulet strategy) -1 (less familiar with region) -1 (opposing army in
versus crystal balls and ESP or nondetection spell.
Modified Die Roll Result
2. or treat them as a +1 modifier to reconnaissance rolls.Camouflage: Magical camouflage reduces the effective will be riddled with falsehoods and misinformation.
example.
Magic . Each crystal ball available counts as one spell effect. success.

not learn the strength of each unit.000 troops). and the Strength of Each Unit: The observing army learns the troop
flexibility of its command. This intelligence can
be critically valuable as an army might turn out to consist of
EXAMPLE: The Judge reveals that the goblin army is divided understrength units.001 to 12. or are particularly strong or weak. it does
the number of units in each division of the opposing army. An army of cavalry and heavy infantry
Approximate Size: The observing army learns whether the is obviously far more threatening than an army of conscripted
opposing army is small (600 or fewer troops).
Results of Reconnaissance Rolls
Degree of Success
Proximity of Armies Marginal Success Success Major Success
Same 6-mile Hex Location (6-mile hex) Location (6-mile hex) Location (6-mile hex)
Approximate size Approximate size Approximate size
Number of divisions Number of divisions Number of divisions
Number of units per division Number of units per division Number of units per division
Common prisoner Type of each unit Type of each unit
Valuable prisoner Strength of each unit
Very valuable prisoner
Same 24-mile Hex Location (24-mile hex) Location (6-mile hex) Location (6-mile hex)
Approximate size Approximate size Approximate size
Number of divisions Number of divisions Number of divisions
Number of units per division Number of units per division
Common prisoner Type of each unit
Valuable prisoner
2 24-mile Hexes Location (within 2 24-mile hexes) Location (24-mile hex) Location (6-mile hex)
Approximate size Approximate size Approximate size
Number of divisions Number of divisions
Number of units per division
Common prisoner
3-4 24-mile Hexes Location (within 4 24-mile hexes) Location (within 2 24-mile hexes) Location (24-mile hex)
Approximate size Approximate size
Number of divisions
Reconnaissance and Intelligence 61
Daniel Thorp (order #7365502)
. its third division
Number of Divisions: The observing army learns the number of has three battalion-sized goblin slinger units. strength of each unit it has detected. division has two battalion-sized units. Cross-indexing “same 24-mile hex” with “success” battalion-sized units.
EXAMPLE: Since the elven army only rolled a success and
Number of Units per Division: The observing army learns was not in the same 6-mile hex as the goblin army. the Judge would have revealed that the
army also learns whether the opposing army is organized into goblin army’s first division consisted of two goblin wolf rider
company-sized. and its fourth
divisions in the opposing army. light cavalry. huge (12. unit it has detected. its second division
The elven army is in the same 24-mile hex as the goblin has three battalion-sized units. does not learn the type of each unit.000 troops). it
(72. battalion-sized or brigade-sized units. He provides this information to the leader of Type of Each Unit: The observing army learns the type of each
the elven army.000 troops). its second division has four
battalion-sized goblin light infantry units.001 to
36.000 troops). so the elven army had a success. This can be valuable intelligence division has two battalion-sized goblin wolf rider units.001 to 12.000 troops).
3. units of 240 troops each.001 to 72. and its fourth
division has two goblin wolf rider units of 240 troops each. Had the elven army
rolled a major success. or colossal EXAMPLE: Since the elven army only rolled a success. the Judge battalion-sized units. sized goblin wolf rider units. average (600 to peasants.
notes that the elven army learns which 6-mile hex the goblin
army occupies.
into four divisions. gigantic (36. large (3. the
number of officers available to the opposing army.001 or more troops). The observing as the goblin army. The Adventurer Conqueror King System: Player’s Companion
EXAMPLE: The modified result of the elven army’s EXAMPLE: The Judge reveals that the goblin army’s first
reconnaissance roll was a 9. such as heavy infantry. its third division has three
army. the Judge would have revealed that
EXAMPLE: The Judge reveals that the goblin army is large the goblin army’s first division consisted of two battalion-
(3. war
elephants. Had the elven army
This can help identify if some divisions have particularly able rolled a major success while sharing the same 6-mile hex
commanders. and its fourth division has two
on the Results of the Reconnaissance Rolls table. and so on.
Campaigns
as it hints at the leadership ability of the enemy general. its second division has four goblin
light infantry units of 480 troops each. its third division has
three goblin slinger units of 480 troops each.

“I don’t know
on the same topic. army’s most powerful spellcaster. and description of the opposing
most powerful spellcaster. plus the name. Diplomacy. This yields a “all known information”
scores another 1. its total number of officers.
2 Whether there are any spies Whether there are any spies infiltrated into Whether there are any spies infiltrated into friendly
infiltrated into friendly army friendly army by opposing army.
4 Whether any spellcasters of Whether any spellcasters of 7th level or higher The total number of spellcasters of 7th level or higher
7th level or higher are serving are serving in the opposing army. of course). and description approximate level.
Judge then rolls 1d4 for the second piece of information and his adjusted total is 13. reveals nothing of value (he may babble incoherently. serving in the opposing army. classes. the location and description of its supply base and
the route of its supply line if so.
in the opposing army. the prisoner reveals one piece of false
prisoners! Prisoners might to be captured deserters. or
EXAMPLE: The elven army rolled a success on its
reconnaissance roll against the goblin army in its 24-mile hex. and garrison (if any). race. location of its supply base if so. the
role-play the interrogation. class. killing enemy foragers. On a roll of 6-8. or slay.
rolls 1d3 and scores a 2. and so on. False Information roll.
of 1 spy. and The names. Cross-indexing a roll of 1 with the “Common Bribery proficiency.
by opposing army. and the Whether the opposing army is in supply. If magic
According to the Results of Reconnaissance table.
62 Reconnaissance and Intelligence
Daniel Thorp (order #7365502)
. and
description of the goblin army’s leader. mentally questioned using ESP.g. and so on.
3-5 Nothing
6-8 One piece of information SPYING AND OTHER HIJINKS
9-11 Two pieces of information Once an opposing army has been located. but I can tell you about our chieftain. class. stratagem. and
level. approximate level. The Judge therefore cross-indexes a roll much. name. For each piece of information. He is offering the wolf rider a month’s
Prisoner” column. and on a roll of 9-11 the prisoner reveals
detailed nature (shift one column right on the table). approximate level. approximate level. When stratagems are carried out by NPCs. a reconnaissance roll can yield On a roll of 2 or less. or even turncoats.
wish to resolve the stratagem using the Heroic Forays rules (see
Results of Interrogation Chapter 4. class. the prisoner
should make these rolls in secret and then decide the identity of reveals all known information. The description of the
supply base includes the supply base’s commander. The Judge decides the prisoner is a goblin wolf
rider who was captured by a scouting party while foraging. a prisoner might be charmed into revealing the
army has captured a common prisoner. approximate The name. class. Intimidation. Igrak. The 8. The elven army’s leader rolls 2d6 and gets an
the name.
3 Whether the opposing army is Whether the opposing army is in supply. class. plus the name. Each ½ point of BR at
Adjusted Die Roll Result stake should provide a +1 benefit to the army’s reconnaissance
2. the prisoner reveals one
twice. and his
of 1 with the “Valuable Prisoner” column.
Bribery. foragers. Adding his CHA bonus of +2 and his Bribery bonus of +3. whether the information he has shared is true or false. information. Prisoners: In some cases. On a roll of 3-5. and any other
If PCs are personally carrying out the stratagem. The Judge secretly information. the Judge may
adjustments he deems reasonable. 71). the elven is available. then the information known to the prisoner is of a more piece of information. based on his assessment of the value of the stratagem. stronghold value. and its total number
STRATAGEMS
of officers. or beg for his
Information table. approximate levels. class. and if so. and/or roll 2d6 on the Results Judge may simply apply a variable die roll modifier of +1 to +3
of Interrogation table. the name. Each prisoner will know 1d3 pieces of is the result of a successful roll. roll 1d4 and cross. so the prisoner will know two pieces
of information. He rolls 1d4 for the first piece of information EXAMPLE: The elven army’s leader has CHA 16 and the
and scores a 1. the prisoner
information. This would represent skirmishing with enemy
scouts. and its total number of officers. and if so. and finds that warband leaders…”
the prisoner knows the name.
Without magic. or trick
When a character interrogates a prisoner. deceive. commanders. If the same piece of information is rolled parents. This means the prisoner knows even more result on the Results of Interrogation table.
size. characters may concoct stratagems to
reconnoiter or scout enemy positions. along with
in supply. reveal
index the result with the appropriate column on the Prisoner information already known to the interrogator. and class of the goblin army’s leader. and description of up to 1d4 spies. or Seduction). The Judge should present this information as if it
scouts. The Judge should modify the roll by (or -1 to -3 to an enemy) to a reconnaissance roll to reflect the
the interrogator’s Charisma and applicable proficiencies (e. and description of the opposing army’s approximate level. On a roll of 12 or more. p.
the prisoner accordingly. class. From time to time. leaders with access to
12+ All known information a syndicate (or other source of perpetrators) can order hijinks
Prisoner Information
1d4 Common Prisoner Valuable Prisoner Very Valuable Prisoner
1 The name. and description of the description of the opposing army’s leader. the army by opposing army. The Judge two pieces of information. there is no way for an interrogator to know for
sure how many pieces of information a prisoner possesses. and descriptions of the opposing army’s leader and division
opposing army’s leader. the Judge may enemy scouts. the Judge finds that the prisoner knows pay (+3 bonus).

Chapter 6. the charge is sedition. one piece of common information is campaigning.
convicted. the perpetrator must make a successful Pick Pocket throw. If a perpetrator is caught attempting to Effectively. it must make an immediate domain
morale roll. calculate the value
perpetrator must make a successful Move Silently throw.
at a -1 penalty.
negotiate a trade of information for a reduced sentence…)
Assassination: An infiltrated perpetrator can target an
identified enemy officer for an assassination hijink. the charge is sedition. the perpetrator must make a successful INVADING. This is so
as a spy. and hijinks are Stealing: An infiltrated perpetrator can attempt to steal the flag
explained in ACKS. (Attempting to steal the emblem of the entire
the perpetrator must make a successful Hide in Shadows throw. occupy than thinly populated ones. he
the month. The
proficiency throw is modified by the target unit’s morale score
Spying: Before any other hijinks can be performed against an
(representing the unit’s discipline at the watch). See ACKS. a
perform another spying hijink if he wishes to remain infiltrated
valuable prisoner.
Disinformation: An infiltrated perpetrator can spread lies and
rumors through carousing hijinks.
Invading. If the throw
army. p. this will be detrimental to the domain’s morale. If the perpetrator is
to conduct either an assassination. beer. He will also be
sabotage. the charge is
murder. The perpetrator must also
sedition. 139. If the garrison is off
throw is successful. the domain’s ruler. If a perpetrator is caught performing a hijink. popular officers tend invaded the domain. and
proficiency throw is modified by the opposing army’s leader’s subtract the value (in wages/month) of any of the owner’s troops
strategic ability (as skilled generals tend to be better at guarding remaining in the domain after any battles have been fought. For carousing to succeed. but
The perpetrator must be of the same race as the opposing army’s
if successful each unit in the army must make a loyalty roll at
troops. p. Valuable information On the other hand. and neither
next month. If a perpetrator is occupying. perpetrators. conquering.
caught attempting to assassinate an enemy officer. the unit in question has lost its flag. and Pillaging Domains 63
Daniel Thorp (order #7365502)
. An army has occupied a domain when the number of invading
If the throw is successful. If a perpetrator is caught spying on an
(If the perpetrator is a PC. disinformation. Keeping the Peace. be enough to garrison the domain. The infiltrated perpetrator also has the opportunity
attorneys nor interpleaders are available. 131. carousing. When a domain is invaded. There is a -1 penalty on the proficiency AND PILLAGING DOMAINS
throw per each level the perpetrator is lower than the victim. Large. A successful spying hijink allows for a perpetrator to
demoralizing that the unit must immediately make a loyalty roll
be infiltrated into the opposing army. the domain is occupied. If the perpetrator is 0th – 4th level. OCCUPYING DOMAINS
the perpetrator must make a successful Hear Noise throw. If a perpetrator invaded domain. the charge is treason. heavily populated domains are more difficult to
perpetrator is caught carousing.
speak the language spoken by the opposing army’s troops. At the end of the month. and/or pillaging it. preserved meat. the charge is
throw in addition to the hijink throw.
acquired (as if interrogating a prisoner). Remember that only that
through carousing hijinks.
army imposes a penalty of -10 on the proficiency throw.000gp of supplies per class level (representing a mix calculate the net gp value of occupying troops per peasant. Occupying. if 5th – 9th level. If the throw is successful.
Risks of Hijinks: Performing hijinks against enemy armies
Each perpetrator infiltrated into an opposing army gives a +1
is highly risky. salt. When an army moves into a domain controlled by another
The proficiency throw is further modified by the target officer’s leader without his permission. For sabotage to succeed. Invading a domain is the first step towards
to be better protected and harder to harm). Chapter 6. a perpetrator must be infiltrated into the opposing army
is successful. realm within the domain. Conquering. Hideouts and Hijinks. the portion of the garrison that is physically present in the domain
perpetrator must make a successful Hear Noise throw. If
of grains.) If a perpetrator is caught stealing. the army is considered to have
morale modifier (as highly charismatic. For carousing to succeed. For spying to succeed.
on reconnaissance rolls made against the opposing army in the
very severe charges are always levied against him. the To determine whether a domain is occupied. even if it is not directly under the control of
is caught carousing. The (in wages/month) of the occupying troops in the domain. If the counts for morale purposes in such cases. OCCUPYING. the charge is arson. a very valuable prisoner. the Judge might allow the PC to
enemy army.
their supply train).
throw per 1. if 10th level or more. the perpetrator must
Campaigns
has the information of a common prisoner.
in the enemy army. of one of the units in the opposing army.
Hide in Shadows throw.
Carousing: An infiltrated perpetrator can acquire information for the mechanics of domain morale. For an
assassination to succeed. if the enemy troops. if there is a friendly army from the same
can be acquired by taking a -2 penalty on the proficiency throw. The Adventurer Conqueror King System: Player’s Companion
against the army. etc. or stealing hijink (described below) at any time during
interrogated as a prisoner. less any friendly troops. would
sabotage an army’s supplies. it will count as a garrison for the
very valuable information by taking a -5 penalty. or be disguised with a successful Disguise proficiency
a -1 penalty.000gp. any reconnaissance rolls made by troops is sufficiently large enough to constitute an effective
the opposing army are at a -2 penalty for the next month. CONQUERING.
Sabotage: An infiltrated perpetrator can attempt to destroy
the supplies of the opposing army. the perpetrator Divide the difference by the number of peasant families to
destroys 1. the domain is occupied. although civilized peasants
do tend to be more docile than those on the borders. he will suffer the usual punishments.) The perpetrator can the net gp value of occupying troops per peasant is greater than
destroy extra supplies by taking a -1 penalty on the proficiency the domain’s garrison cost (2-4gp). If a garrison. Syndicates.
141. For stealing to succeed.

because 9. See Chapter 5. two domain morale scores must be tracked. Sieges. the rebel peasants will fight to Families Lost 1d10 per 10 families
restore the rightful leader.500 families 7. it will lose any excess population when the pillaging
Sarotem’s populace is now Demoralized (-1) towards its ends. and do their duty. Pillaging a domain requires a sizeable force
owner’s lord). the plunders (13 x 500) 6.000gp.
family is (6. and paying any taxes Instead of integrating a conquered domain into his realm.0)
also 0. Marcus has occupied the newly conquered domain may simply be added to the
the domain. Meanwhile. However. Marcus captures (4 x 500 / 10) 200 prisoners.500gp in
and the original owner. the domain’s conqueror’s realm.200 troops 1d4 days
as just another petty noble. Marcus is of a different alignment supplies. may be pillaged (or both). after pillaging. If. Marcus’s domain morale score is (0 . a
and tithes (although taxes will go to the occupier’s lord. Defiant. and Pillaging Domains
Daniel Thorp (order #7365502)
. or Prisoners Taken 1d10 per 10 families
Rebellious towards the occupier. the remaining stronghold value or urban
the owner does not have a garrison in the domain anymore investment value is too low to sustain the domain’s remaining
(-2). he loots (5 x 5 x 500) 12. it takes 1 day to pillage.
7) 11.1. Ungarrisoned strongholds or urban settlements may
thus be captured automatically. The net gp value of occupying troops per personal domain must not yet be at maximum size. Results of Pillaging
garrisons. resulting in a modified roll of 5.400 troops 1d3 days
EXAMPLE: The owner of Sarotem has a dominion morale
score of 0. Conquering. The domain’s populace sees their leader 2.2.
See the Domain Pillaging Requirements table for the army size
For so long as a domain is occupied but not yet conquered (see and time required to pillage a domain. Defiant. He ransoms
heavily garrisoned (7gp per month over the minimum. Occupying.7. but have no special love for their 12. Sarotem is now Loyal (+1) to Marcus. or it
garrison cost. then the invading army
must besiege them. The Judge rolls a 7. supplies. The total yield
+7). The populace
has been impressed with his military strength.
Once a domain has been occupied.6gp. Otherwise. for the prisoners off for 40gp each (8. and other factors. control over its families
and revenues passes to the occupier.500 + 12. Supplies Looted 1d10x5gp per family
Should an occupied domain become Turbulent.500gp. he may be able to add it
EXAMPLE: Marcus invades the civilized domain of Sarotem.000gp). rolling a
than the prior leader (-2) but he is keeping the domain 4. as does responsibility for PILLAGING DOMAINS
garrisoning the domain.000gp wages/month).500 families 2.
below). or Rebellious towards the owner.501 . They work the land.
Marcus plunders 3d6 gp per family. A pillaged domain must also make an immediate domain
original owner. Marcus’s army
consists of 100 heavy cavalry (6.000) 27.000 troops 1d6 days
taxes. Should an occupied domain become Stronghold Reduction 1gp per 1gp plundered
Turbulent.
Marcus as they are about the rightful leader.000 troops 1d8 days
leader.
owner and once for the occupier.501+ families 24.
morale roll with a -4 penalty. These rolls will determine whether Gold Plundered 3d6gp per family
the domain’s morale has changed as a result of recent events. and prisoners. When a domain is pillaged. A stronghold or
settlement is captured when no opposing units are present
within. the rebel
EXAMPLE: Marcus orders his army to pillage the domain.500 – 12. its population (in families)
Each season after the occupation begins. Marcus
EXAMPLE: A season after Marcus occupied Sarotem. to be ruled by a vassal (or sub-vassal).6gp exceeds 2gp. minus the dominion morale of the Domain Size Army Required Time Required
owner. See
two rolls on the Domain Morale table (ACKS p. pay their 7. population.
peasants will be insurgents rooting out loyalists. The the conquest into his personal domain. the newly conquered
domain is only defended with 200 light infantry (1.
CONQUERING DOMAINS
An occupied domain is conquered when all strongholds and
settlements within it have been captured. The dominion morale score Domain Pillaging Requirements
for an occupier begins at 0. He loots 1d10x5gp in supplies
Judge rolls on the Domain Morale table for both Marcus per family. The Judge rolls a 6. rolling a 13. or ransomed or sold for 40gp
each. one for the
owner and one for the occupier. and his
wages/month). rolling a 5. but can be exceptionally profitable.
64 Invading.200 / 500) is 9. holding festivals. resulting in a modified roll of (-2 + from pillaging Sarotem is (6.500 families 12.
to his personal domain. the Judge will make and its stronghold value or urban investment are reduced. if the strongholds or
settlements are garrisoned by troops. As occupier. When a leader conquers a domain. Separate adjustments should
be applied to each die roll depending on the leaders’ alignments.131). Apathetic. once for the the Results of Pillaging table. below. 1.200gp domain must be adjacent to his personal domain. In order to be eligible to assimilate
a small barony with 500 peasant families.500 families 600 troops 1 day
501. Since Sarotem has 500 families.500 + 8. Prisoners can be kept as slaves. He takes 1d10 prisoners per 10 families. not the leader may pillage it. The populace of Sarotem is just as Apathetic about Pillaging a domain yields gold pieces.000 . and can take up to a week.

The Adventurer Conqueror King System: Player’s Companion

EXAMPLE: Sarotem’s population is reduced by 1d10 per
HANDLING VERY SMALL OR LARGE DOMAINS AND
10 families. The 1d10 roll is a 4, so Sarotem loses (4 x 500 URBAN SETTLEMENTS
/ 10) 200 families. It has 300 families remaining. The gp If a single hex has a mix of domains and small urban settlements
value of Sarotem’s stronghold is also reduced by 6,500gp, (Class V or Class VI), the Judge should sum the number of
the amount of gp plundered. If Sarotem’s stronghold was families into one value and treat them as a single domain for
only 10,000gp to begin with, it would be down to 3,500gp, purposes of invasion, occupation, conquest, and pillage. On
barely large enough to secure 4 square miles. A 4 square mile the other hand, urban settlements of Class IV or higher should
domain cannot sustain more than 100 families. The excess be considered separate domains for purposes of invasion,
200 families would flee Sarotem when the pillaging was over. occupation, conquest, and pillage.
(They’d prefer to flee before then, but the presence of the
enemy army at their gates makes this hard!)
PILLAGING SUPPLY BASES
A domain can be pillaged repeatedly. Each time the effects of the When the domain or settlement being pillaged is functioning as
Results of Pillaging table should be applied based on the current a supply base, it will yield more than the standard gold, supplies,
size of the domain. Pillaging a domain until nothing remains and prisoners. The pillaging army will gain additional gold equal
(“salting the earth”) takes four times the required time, while to one month’s wages for the opposing army, and additional
yielding 20gp in plunder, 50gp in supplies, and 1 prisoner per supplies equal to one month’s supply cost for the opposing army.
family in total. The domain is then destroyed and cannot be
The rules assume that gold and supplies are being cached at the
looted any further.
supply base in advance and then brought forward to the front

Campaigns
line when the troops are fed and paid. The Judge should use his
EXAMPLE: Marcus marches on to Luseatum, a 600 family
domain that had rebelled against his authority. He decides to judgment to adjust these rules if the situation does not fit these
make an example of the domain, and “salts the earth”. After assumptions.
1d3x4 days, Luseatum yields 12,000gp in plunder, 30,000gp
in supplies, and 600 prisoners. The domain is destroyed. EXAMPLE: Marcus pillages the supply base of his arch-rival
Future generations use the destruction of Luseatum as a Moruvai. Moruvai’s army consists of 4 units of goblin wolf
parable against rebellion. riders (900gp wages/month and 3,840gp supplies/month per
unit), 5 units of hobgoblin heavy infantry (1,440gp wages/
An army too small to pillage a domain can still enjoy some month and 240gp supplies/month per unit), and 5 units of
plunder; it just doesn’t do a proper job of it. Roll on the Results goblin slingers (240gp wages/month and 240gp supplies/
of Pillaging table normally, but the gp plundered, supplies month per unit).
looted, and prisoners taken are multiplied by the ratio of units Moruvai’s wage cost is [(4 x 900gp) + (5 x 1,440gp) + (5 x
available to units required. Pillaging with a small force still takes 240gp)] 11,800gp per month. Moruvai’s supply cost is [(4 x
the normal time required. 3,840gp) + (5 x 240gp) + (5 x 240gp)] 17,760 per month.
Therefore Marcus will net 17,760gp in supplies and 11,800gp
EXAMPLE: 600 orcs are lucky enough to find an unprotected in gold from pillaging Moruvai’s base.
domain with 2,000 families. According to the Domain
Pillaging Requirements table, it takes 2400 troops to pillage When an army’s supply base is pillaged, its wages and supply
the domain, but the 600 orcs try anyway! They spend 1d3 costs for the next month are doubled as its leader must pay
days wreaking havoc and then roll on the Results of Pillaging for the lost resources. The sack of the supply base counts as a
table. The roll yields 20,000gp in plunder, 50,000gp in calamity for morale purposes!
supplies, and 800 prisoners, which is reduced to (600/2400
= 25%) 5,000gp in plunder, 12,500gp in supplies, and 200
prisoners. Having acquired about 40gp each, the orcs feel
rich!

An army that is pillaging a domain may not move. It may be
attacked by an opposing army that moves into the hex it is
pillaging. If it is interrupted prior to the completion of pillaging,
some pillaging will still have occurred. Again, roll on the Results
of Pillaging table normally, but the gp plundered, supplies
looted, and prisoners taken is multiplied by the ratio of time
spent pillaging to time required. (If a pillaging army is both
small and limited in time, then the plunder, loot, and supplies
acquired will be reduced proportionately based on both the size
of the force and the time spent pillaging.)
Gold pieces earned from pillaging count as spoils of war (p. 74)
for purposes of experience points.

Although extraordinary valor was displayed by the entire corps
of Spartans and Thespians, the bravest of all was the Spartan
Dienekes. It is said that on the eve of battle, he was told that the
Persian archers were so numerous that their arrows would block
out the sun. Dienekes, however, undaunted by this prospect,
remarked with a laugh, ‘Good. Then we will fight in the shade.’”
– Herodotus, Histories, .

Daniel Thorp (order #7365502)

The Adventurer Conqueror King System: Domains at War - Campaigns

When two opposing armies are in the same 6-mile hex, a battle division from each army may participate in the battle. Neither
may occur. To determine whether a battle occurs, first the army is surprised.
Judge identifies the state of awareness. The three possible states
Meeting Engagement: A meeting engagement pits the
are mutual awareness, mutual unawareness, or unilateral
vanguard divisions of one army against the vanguard divisions
awareness.
of the other army. Neither army is surprised.
The state of awareness depends on whether the various armies
Rear Guard Action: A rear guard action pits every division of
have located each other within the 6-mile hex. If both armies
an offensive army against the rear guard divisions of an evading
have located each other in the hex, the state is one of mutual
army. Neither army is surprised.
awareness. If neither army has located the other in the hex, the
state is one of mutual unawareness. If just one army has located Skirmish: A skirmish pits the vanguard divisions of an offensive
the other in the hex, the state is unilateral awareness. army against the rear guard divisions of an evading army.
Neither army is surprised.
Once the tate of awareness is known, the Judge finds the
appropriate State of Awareness table, below. Cross index the Ambush: An ambush occurs when an unaware army on the
two army’s strategic stances (p. 54) to find the resulting type march is surprised by a fully deployed and ready army. Every
of strategic situation. Some strategic situations will result in a division from each army participates in the battle, but the
battle. unaware army is surprised.

Mutual Awareness Envelopment: An envelopment occurs when an army deployed
for defense is surprised by an attack by an offensive army on its
Army A’s Army B’s Stance front and flank. Every division from each army participates in
Stance Offensive Defensive Evasive the battle.
Offensive Pitched Battle Pitched Battle Rear Guard Action
Deep Envelopment: A deep envelopment occurs when an
Defensive Pitched Battle No Battle No Battle
offensive army is surprised by an attack by an opposing army
Evasive Rear Guard Action No Battle No Battle
on its front and rear. Every division from each army participates

Battles
in the battle.
Mutual Unawareness
Rear Guard Envelopment: A rear guard envelopment occurs
Army A’s Army B’s Stance
when an army’s rear guard divisions, deployed to cover an
Stance Offensive Defensive Evasive
evasion, are surprised by an attack by an opposing army on
Offensive Meeting Engagement Meeting Engagement Skirmish its front and flank. Every division from the opposing army
Defensive Meeting Engagement No Battle No Battle participates.
Evasive Skirmish No Battle No Battle
On any result other than No Battle, the Judge may resolve the
Unilateral Awareness battle using the rules below. Alternatively, the Judge may use the
more detailed rules available in Domains at War: Battles to fight
Army A’s the battle on the tabletop.
Stance Army B’s Stance (Unaware)
(Aware) Offensive Defensive Evasive
Offensive Deep
Envelopment
Envelopment Rear Guard
Envelopment
RESOLVING BATTLES
When a battle occurs, the Judge should run a series of battle
Defensive Ambush No Battle No Battle
turns following the procedure below. Each battle turn represents
Evasive No Battle No Battle No Battle
approximately 10 minutes of hard fighting.
Note that when indexing results on the tables above, the two 1. Each army leader selects one or more units from
opposing armies are always designated “Army A” and “Army those available to participate in the battle. Units
B.” In states of mutual awareness and mutual unawareness, the participating in the battle are called participating
designation is arbitrary. In states of unilateral awareness, the units. Units that do not participate in the battle are
aware army is Army A, and the unaware army is Army B. in the reserve.
2. Each army leader calculates his army’s battle rating.
STRATEGIC SITUATIONS An army’s battle rating is equal to the sum of the
The State of Awareness tables will yield one of several different battle rating of all units participating in the battle.
strategic situations. The strategic situation determines whether The battle rating of various units is detailed in the
a battle is fought; and if so, which divisions of the armies may Battle Rating section (p. 68).
participate in the fight, and whether either army is surprised. 3. Heroic PCs and NPCs may make heroic forays
to influence the battle rating in favor of one army
No Battle: No battle occurs. The two armies may each continue or the other. All heroes’ heroic forays are revealed
to move when they are next active. and resolved simultaneously. Lost units are then
Pitched Battle: A pitched battle occurs when the two armies removed. See the Heroes in Battle section (p. 71).
meet on a mutually agreed battlefield, fully deployed. Every 4. Each army leader simultaneously rolls a number of
attack throws equal to his army’s remaining battle
Strategic Situations 67
Daniel Thorp (order #7365502)

. . . The Judge now checks to see whether either army Moruvai’s army has a battle rating of [(20 x 0. 1. a
When the battle ends. increase the larger
units’ BR proportionately or split them into smaller units. After pursuit. .080 bowmen). . . . BATTLE RATINGS
modified by the Attack Throw Modifiers listed A unit’s battle rating (BR) is a measure of its value on the
below. . . . The Unit Characteristics Summaries (p. . Since a
company-sized unit of 120 elven longbowmen has BR 7. . . .5 6 4
Heavy Infantry 2 3 4 .5) + (4 x 6.
his army with a combined battle rating equal to or 29) and Exotic Creatures Roster (p. 2 . . . . . Rather than scale
Opposing army surprised +2
(first battle turn only) BR upward by a factor of 16.5 . . . BR 7. a battalion-sized unit of 480 elven longbowmen. .5 each). after
resolving morale.5 8 8
Slinger 1 . . use the BRs at the standard value. . the Judge simply assigns the
standard BR value to the larger units. ridgeline) army has 6 units with a battle rating of 3 each while the
goblin army has 18 units with a battle rating of 0. 6 . -
Bowman 1. -
Cataphract Cavalry 7. . If. -
Medium Cavalry 5 . . . . -
Crossbowman 3 3.5 2. .25 0. . has units at a larger scale than the other. all units of one army have routed The battle ratings are for company-sized units. . below. -
Horse Archers 5 .5 . An army’s BR is equal to the sum of the battle ratings
scored. 6. -
War Elephants 4 . -
Heavy Cavalry 6 . .5 . .5 . For each successful attack throw. . . . Therefore the dwarven
Opposing army occupies advantageous terrain -2
(hill.080 heavy infantry) is battling a huge goblin army (18
brigade-sized units of 1. -
Beast Rider . .5 . casualties BR 28. -
68 Resolving Battles
Daniel Thorp (order #7365502)
. then the battle is over.5 . -
Camel Cataphracts 4 . If neither army wishes to withdraw. 0. 3. . . . . . Either army may now voluntarily withdraw.5 1 . . . 22). -
Light Cavalry 3. If either army voluntarily withdraws. . The winning army then seizes the spoils of war. . one hit is battlefield. .5 0. . . 1. . -
Light Infantry 1 . the elven longbow battalion could be
are calculated. .5 8 . . Hits are applied simultaneously.
Opposing army occupies highly advantageous terrain -4
(cliffs. each with
See the Aftermath of Battles section (p. . -
Camel Archers 2. .5)
has reached a break point and if so resolves morale + (5 x 4)] 56. . 4 6. rounded down. many additional unit types.5 . . . goblin bowmen (BR 0. . . Each army leader tallies the hits scored against his of the default units for the major races are listed in the Battle
army. 31) have battle ratings for
greater than the total hits scored against his army. . . . . . . .
6. 73). 7 . . . the losing army must retreat. The battle ratings
5. then
EXAMPLE: Among the forces facing Moruvai’s army are
another battle turn is fought. -
Longbowman 3 .5 . Alternatively. The winning
battalion-sized unit of 480 elven longbowmen would have
army may pursue the defeated army. 5 . . of all the units in the army. . . .5 . 5. .5 .
These units are defeated.5 .5 4 7. If one army
or been destroyed.
rolls.5 1 2 3 4.5 . as explained in Ending Battles (p. . See
7. rating. . -
Mounted Crossbowman . . 7. . split into four company-sized units of 120 troops. . This allows you
following factors: to quickly fight very large battles with the standard BR values. 13. . . Each army leader then removes units from Rating table. .5 1 .5 each). . The
Organization and Command in Very Small or Very Large
army leader with the lower strategic ability must
Armies (p. each unit’s attack throws are modified by the the same size. .5 each. . and 5 units of ogre light infantry (BR 4 each). . 0. the
battle ends.
decide first. 8.
ATTACK THROW MODIFIERS If both armies are organized into small. 4 units of goblin wolf riders
(BR 6. The target value for the attack throws is 16+. . starting with step 1. . .5 0. .
Attack Throw Modifiers Modifier EXAMPLE #1: A large dwarven army (6 brigade-sized units
Lieutenant leading unit +1 of 1. . 72). Hits scored in excess of the
amount required to defeat all the opposing army’s EXAMPLE: Moruvai has an army consisting of 20 units of
units are ignored. .or large-scale units of
During a battle. . river bank)
Battle Rating
Troop Type Man Dwarf Elf Kobold Goblin Orc Hobgoblin Gnoll Lizardman Bugbear Ogre
Conscript/Militia 0.

5 gigantic
When using the formula listed here.
EXAMPLE: Four units of longbowmen are led by a captain For unlisted monsters.5) 6. or an ancient dragon could the stormstalker. At strategic EXAMPLE #4: A unit of 30 minotaurs (BR 0. stormstalkers (Move 150’.
20). In
company-sized unit. adjusted for a particularly large or small battle. If the commander had a leadership rating the Judge may. Therefore the nomad BR of (0.078. all attack throws against it during the first battle turn.
dragon is a company-sized unit. (Number of Creatures) x (Creature’s AC+1) x (Creature’s HD)
x (Creature’s HD + 1) x (1 + Creature’s # of Special Abilities)
Overwhelmed Commanders: Commanders can only effectively
(8 x # of Infantry per Regular Unit)
command a number of units equal to their leadership ability (p. The creature’s
number of special abilities usually equals the number of asterisks
EXAMPLE: Eight light infantry are led by a commander next to its Hit Dice (e. Increase the battle rating of veteran cavalry units by 1
point.05. Therefore. up to 60 minotaurs can form a
sized units of goblin light infantry).5 each. ML +1. AC 7. wolves to create lightning-breathing wolves he calls
a unit of veteran crossbowmen has a BR of (3+2) 5. change the number of special
of 8.1. Multiply the listed battle rating by the
The battle ratings in the Roster were calculated by running the
number of creatures in the unit. and rear guard envelopment).
70 Resolving Battles
Daniel Thorp (order #7365502)
. or other advantages or disadvantages in mass
in battle. below. If the number of units in a commander’s division exceeds Round the final value to the nearest 0. with a BR rounded to 12.5. minotaurs are large creatures. unless unit size has been
excess is halved. a flight of wyverns. You can also check out the D@W:
Since ancient dragons are colossal creatures. EXAMPLE: Artashumara.
creatures. but dragons can fly and
not limited to historical troops.5) 14. Round the final value to the
creatures’ Domains at War: Battles characteristics through a
nearest 0. 60 large-sized creatures.
2 points. the BR rating of each unit in per regular unit is normally 120.g. See
Heroes in Battle. 1 bite. EXAMPLE #2: A caravan of nomads (4 platoon-sized units EXAMPLE #3: A solitary minotaur has a BR of 0.057. A unit of 20 wyverns therefore has a BR addition. ambush.68. at his discretion. use the following formula:
with strategic ability +3. A unit of (1+2) / (8 x 120) 1. 31).
1 tail lash or special. while the goblin army
has 7 units with a battle rating of 0.360 x 20) 27. The division’s battle rating is (4 Most creatures in ACKS have no special abilities.
abilities based on the creature’s possession of magic items. 20 huge creatures. an 11th level Nobiran
wonderworker. Since both
Battle Rating for Exotic Units: Domains at War battles are have 6 HD and two special abilities. The Judge “benchmarks” this against a
veteran horse archers has a BR of (5+1) 6. comparable creature. However. and other factors. To determine the battle rating for
Battle ratings calculated using this formula will not line up
exotic units.078 each) and
ability +3 or better. A stormstalker has a BR of (1) x (7+1) x (6) x (6+1) x
EXAMPLE: A unit of horse archers has a BR of 5.676 each) has a BR of (30x 0. Since have surprised the other.5.093.078 x 60) 4. envelopment.
outcomes from the formula against similar creatures found in
EXAMPLE #1: A solitary ancient dragon has a BR of 12.0. Their total battle rating is (4) x (3 +
0. The Judge assigns the company-sized unit. one army will
EXAMPLE #2: A solitary wyvern has a BR of 1. or 1 colossal creature. units attacking the surprised army gain a +2 bonus on
of (1.
x 1) + (4 x 0. his division’s battle rating would be (8 x 1) 8. Exotic units such as a band stormstalkers cannot.5. rounded to 27. #AT 2 claws. 4** HD means two special abilities). The surprised army may not make
wyverns are huge creatures. Remember that units are limited to 120 man-sized
formula that weighed formation.
20) increases the BR of the units in his division. Heroes
may still make a heroic foray even if their army is surprised. one ancient Battles rulebook for the full details. up to 20 wyverns can form a any attack throws during the first battle turn of the battle. deep
envelopment. Units with a mix of different types of creatures can be created
simply by summing the BR of the constituent creatures. AL
N).
all appear on the battlefield.
he notes that a young dragon has a BR of 2. Since
of horse archers) are facing a village of goblins (7 platoon.05 is a reasonable BR for
of minotaurs.078) + (10 x
ability +6 or better. find the constituent creature’s BR on the Exotic
perfectly with the BRs presented in the Exotic Creatures Roster. HD 6**. the Exotic Creatures Roster. At strategic 10 fire giants (BR 0. Checking the Exotic Creatures Roster.
Strategic Ability: A commander of great strategic ability (p.
“army” has 4 units with a BR of 5 each.500 light infantry all by SURPRISE
itself! In certain strategic situations (e. long
Veteran Troops: Veterans (1st level fighters) are formidable foes range weapons.g. rounded to 9. rounded to 4. A unit of 60 minotaurs therefore has a
standard BR value to the smaller units.
Creatures Roster (p. The number of infantry
the commander’s leadership ability.360.
The dragon is the equivalent of 1. 0. Dmg 2d6/2d6/1d8/2d6.
with a leadership rating of 4. he decides 1.2. be sure to “benchmark” the
creatures. has cross-bred brown dragons with dire
EXAMPLE: A unit of crossbowmen has a BR of 3. Increase the battle rating of veteran infantry units by combat. cleave factor. each unit’s BR is increased by 0.676) 9.5. each unit’s BR is increased by 1.

act as heroes). depending on the
» The character is a PC (i. equal to
qualify as heroes. If desired. reducing both BR and number of
creatures proportionately. NPC. or two if they
cast arcane spells. and monstrous creatures can of blasting. 2 Cutting a swath of glory
2. all player characters can
disposition of the heroes on the battlefield (Judge’s discretion). The Judge determines
influence the outcome of battles far more than lesser mortals.
Domains at War: Campaigns offers two mechanisms by which Peristo’s BR is (1) x (9+1) x (6) x (6+1) x (1+2) / (8 x 120) =
the actions of heroes on the battlefield can be resolved. or they may fight in separate forays. with their activities abstracted BR would be (1) x (9+1) x (6) x (6+1) (1+1) / (8 x 120) =
into Battle Ratings. Therefore Sera. powerful wizards. the activities of heroes can be
QUALIFYING HEROES resolved by “zooming in” on a heroic foray.27 wolf riders. so the Judge confronts Marcus and
experience. Alternatively.
simply become (powerful) units on the battlefield. 1. heroes and their foes. His Moruvai’s army. Zeodarë (7th level PC bladedancer) and her To foray. and henchmen EXAMPLE: The Judge selects 3 BR worth of foes. face. They
qualify. Simply calculate each hero’s BR using the formula
under Battle Rating for Exotic Units (p. All heroes may fight in the same
foray. with their activities Distance table to determine how many yards separate the heroes
abstracted into Battle Ratings. consult the Battlefield Encounter
Heroes can be treated as heroic units. The total amount of BR staked by all the
Marcus and Zeodarë both qualify as heroes because they are
heroes in the foray will determine how many foes the heroes
PCs. HEROIC FORAYS
Instead of treating heroes as units. Treating
heroes as units allows the Judge to quickly resolve battles. but each group should
by four.Campaigns
HEROES IN BATTLE EXAMPLE #5: Peristo. the activities of heroes can 0.3. participates in a battle.5 Leading from the front
experience. The Judge should allocate foes to the
requirements by two.
EXAMPLE: If the battle above were at platoon scale.
HEROIC UNITS When the foray begins. a PC. decrease the level or HD requirements units and heroes of the opposing army. increase the level or HD in 1-4 separate groups. 70). the Judge may have
doesn’t mean they should!) the heroes face partial units.5 Carving his name into the epics
EXAMPLE: Several PCs and NPCs are present at a battle: 3 Seeking glorious death!
Marcus (9th level PC fighter) and his henchman Peristo (6th
Battles
level fighter).5 Attacking in front of the vanguard
and has at least four levels of experience. during the battle.
be resolved by “zooming in” on a particular fight between the
heroes and their foes. and Theon (6th level NPC The amount of BR staked represents the risk the hero is taking
Paladin) and his henchman Jonus (4th level paladin).
The Judge should select foes for the foray from among the
In platoon-scale battles.
Heroes in Battle 71
Daniel Thorp (order #7365502)
.
henchman Jonus does not qualify because Theon didn’t while Peristo. and
is ideal for resolving mass combats that happen without player
participation. rounded to 1. BR 3. stakes 1 point.
but Sera does not qualify because she is too low level. Theon
does not qualify as a hero because as an NPC he needs at EXAMPLE: Marcus and Peristo decide to foray against
least seven levels of experience. or 1 Heroically charging into battle
» The character is the henchman of a qualifying hero. Roll separately for each group. Heroes 1.875.5. (And remember: Just because PCs can act as heroes. In brigade-scale battles. If Jonus were Marcus’ or Zeodare’s henchman. Treat classed PCs
and NPCs as having one special ability (*) each. Peristo’s
can be treated as heroic units.
henchman Sera (3rd level thief). Each hero chooses how many points of battle
rating he will stake. be approximately equal in size. and Jonus would all Peristo with 45% of that number . Peristo qualifies as a hero because he is the henchman
of a qualifying hero and has at least four levels of experience. that possessing the horn counts as a bonus special ability.e. rounded to 1. Theon. In battalion-scale battles. A unit of
of qualifying heroes would qualify with two levels of 60 wolf riders has 6.5 BR. Foes enter the foray
by two. Marcus audaciously stakes 2 point of BR. or 0 Entering the foray
» The character is an NPC with at least seven levels of 0. increase them groups however he deems appropriate. or
» The character is a monster possessing at least nine BR Staked Hero is …
Hit Dice. The Adventurer Conqueror King System: Domains at War . called a heroic foray. a 6th level fighter with AC 9 and a horn
Great warriors. When using this method. A heroic foray is a
To qualify as a hero. The Judge divides the wolf riders into three groups of
9 wolf riders each. and he only has six. he will collectively face 3 BR worth of foes. Without the horn of blasting.
would qualify as a hero. NPCs
would qualify with five levels of experience. more cautious by nature. or monster must be present at fight between participating heroes and a selection of foes drawn
the battlefield and meet one of the following criteria: from the opposing army. a hero stakes between 0 and 3 points of battle rating.

morale. Simultaneously. or other powers they wish. the third withdrawn. every unit in an army must make a
foraying during the same battle turn. In this case. so he rolls 4d6x10. Moruvai withdraws.
their own army. Such an outcome is rare unless the army’s leader has
items. the
first group is 140 yards away from the heroes.
group is 150 yards away. or take other actions to prepare themselves
Mountains 4d6x10 for the next battle turn. every unit in
and creatures on one side have been defeated.
HEROES VERSUS HEROES
If there are heroes present in both armies. and
be supported by the staked BR worth of allies drawn from their
» The total number of units destroyed in the battle
army. Ripe 5d10
Fields. Marcus and Peristo will face Moruvai in the foray. and the remaining goblins fail their morale rolls and MORALE COLLAPSE
flee. If not interrupted. but may not re-enter the same from voluntary withdrawal or rout long before this occurs. so a wise leader will conduct a voluntary
combined battle rating equal to the total BR staked in the foray. and the total number of units destroyed (4) is
A foray with heroes on both sides ends when all of the heroes equal to or greater than the army’s break point. however. fight to the last man (or elf. A battle immediately ends if all of the units of either army are
etc.).
foray thereafter. The foray ends when all of the heroes or foes
have been defeated.
Fields. All of the foes are defeated. a battle will end
by using Defensive Movement. there is a lull in the fighting during
Forest.
72 Ending Battles
Daniel Thorp (order #7365502)
. as a rule. so the Judge must orc).
The foray between the heroes and their foes should be resolved ANNIHILATION
using the standard combat rules of ACKS (initiative. and/or been destroyed. becoming
removes 3 BR worth of units from the goblin army. Moruvai’s army loses 3 BR worth of units. Rolling turn. Battlefield Encounter Distance EXAMPLE: After a fierce fight with many losses on both
Terrain Encounter Distance (yds. withdrawal before this occurs. so the foray is over. the heroes of morale roll if:
each army might face each other in the foray. and puts 3 BR at stake. until eventually the
army is swept away in a rout. The heroes from each army will
during the preceding combat round. The army’s break point is (1/3 x 12) 4. magic destroyed. Heavy or Jungle 5d4 In between each battle turn. or
heroes won a foray with 3 BR at stake. Foes who voluntarily withdraw or who fail VOLUNTARY WITHDRAWAL
morale rolls and flee are considered defeated.
EXAMPLE: The Judge consults the Battlefield Encounter
Distance table for each group. Rolling for A battle ends when all of the units of one army have voluntarily
the third group of wolf riders.5
BR each) in the fighting. An army’s break point is always 1/3 of the
EXAMPLE: Next battle turn. Marcus’s army lost its fourth unit. increasingly disordered as casualties mount. Marcus and Peristo foray again. Wild 3d6x5
LULLS IN THE FIGHTING
Forest. A battle immediately ends if either of the armies voluntarily
withdraws.
Badlands or Hills 2d6x10
though their side has lost 1 heavy infantry unit (2 BR). Armies which suffer a morale collapse are very
If the heroes win the foray. Rolling for
the second group of wolf riders.) sides.
The highest stake risked by either side is used. The Armies do not.
Fields. routed. The battle is being fought on this immediately interrupts the lull and begins another battle
the plains of Southern Argollë. Each side loses Marcus’s army must make a morale roll. army’s starting number of units. Marcus and Peristo are victorious. the opposing army loses units with a vulnerable to pursuit. Light 5d8 which PC and NPC heroes can treat injured comrades.
units with a combined battle rating equal to the total BR their
side lost in the foray. the Judge gets a 15. so 3 BR are EXAMPLE: Marcus began the battle with an army of 12
at stake. In most cases. If heroes from either army make any
attacks or cast any spells affecting the opposing army. Moruvai. use
Marsh 8d10 magical healing. rounded up.
EXAMPLE: Marcus and Peristo kill half the goblin wolf
riders.
putting 2 BR at stake in total. The highest total
» One or more units in the army were destroyed
BR staked by either side is used. These effects are simulated with
morale rolls. The heroes may leave the foray a very high morale modifier. Fallow 4d6x10 and Marcus’s army loses 2 BR. Since
Desert or Plains 4d6x10 3 BR were at stake.
for the first group of 4 wolf riders. During the
Each side will be supported by 3 BR worth of allies from preceding battle turn. Since at least one unit was destroyed during the preceding
battle turn.
a 12th level ruinguard. the lull will last for 1 turn (10 minutes). the ENDING BATTLES
second group is 110 yards away from the heroes. He has lost 6 goblin bow units (0. the Judge gets an 11. units. Instead they suffer a gradual loss of morale. The participating heroes may use any desired spells. the Judge gets a 14. they will often end up During the Morale Phase.
thus far is equal to or greater than the army’s break
point. also forays.

or +3.
unit’s morale score. His army gains to pursue.Campaigns
MORALE ROLLS AFTERMATH OF BATTLES
To make a morale roll. RETREAT
3-5 Flee
Flee: The unit retreats in disorder. if they detect the retreating
army). It is possible for the results
of earlier morale rolls to impact those of later rolls.
EXAMPLE: Since a unit was destroyed during the preceding
battle turn.g. Pursuit
Pursuing Unit Throw the victorious army is eligible
Marcus’s morale modifier is a confident +5. Finally. After pursuit is resolved. and the total number of units destroyed is equal PURSUIT
to or greater than his army’s break point. the defeated army must retreat. which imposes no modifier. Rout purposes.) +2 A had eight heavy infantry and four light cavalry units
Army defending homeland / sacred ground Judge’s Discretion remaining when the battle ended. Pursuit Eligibility
Determine which units from the victorious army are eligible to
Morale Roll Modifiers Modifier pursue as follows:
Army Modifiers (apply to all units)
1. Its BR is halved when Chapter 5. The pursuing army does not follow the
Marcus rolls 2d6 and gets a 6. modified to a 7. and gathers the spoils of war. Pursuit is handled
Light Cavalry or 11+
a bonus of ½ that. Army A is eligible to pursue with all of its units.
Die Roll Result as destroyed for battle resolution
2. The effects of each morale roll are resolved
before rolling for the next unit.
Army has lost 2/3 or more of its starting BR -5 2. A retreating army
6-8 Waver
may not attack next battle turn. army may choose to retreat into an adjacent empty hex (risking
Rally: The unit rallies under the pressure of battle. It will play no An army that fights a battle may not make any further movement
Adjusted further part in the battle. The
victorious army might then begin a siege. it counts as routed. and troops.
BR worth of units.
Battles
Marcus’s army must make a morale roll. The victorious army receives
Other Cavalry 14+
his army has lost more BR of units than the opposing army. heroes.
Unit Morale
off the battlefield. Army
Army cannot retreat (surrounded. If the generally retreats 1 6-mile hex along its line of supply. one pursuit throw per eligible
which imposes a -2 penalty. The unit is retreating army into its new hex.
Unit is fleeing -5
The army’s general determines the order in which his units will
make morale rolls. a second battle with enemy troops.
If an army’s line of supply is occupied by enemy troops. apart from retreating. each army calculates
Rout: The unit immediately routs experience points for its leaders. The die The victorious army has the opportunity to pursue the defeated
roll should be modified based on the army and unit modifiers army. or it may retreat along its line of supply (risking
increased by half when attacking next battle turn. However. Its BR is loss of supply).
attacking next battle turn. It After a battle. and consults the Unit Morale table. Army B had two light
Unit Modifiers cavalry and four light infantry remaining. hex. trapped. all such units were routed or
Army has lost /2 or more of its starting BR. each army determines casualties
listed on the Morale Roll Modifiers table below.
opposing army
Army has lost more BR of units than -2
EXAMPLE #1: A battle between Army A and Army B ended
opposing army
when all of Army B’s units were destroyed or routed. adds the When a battle ends. If there is
9-11 Stand Firm
battle ends before the unit can attack a friendly stronghold or urban settlement in the same 6-mile
12+ Rally
again. the unit’s commander rolls 2d6. His army has lost 1/3 of its starting Flyer with a series of pursuit throws. The total army modifier is Light Infantry 14+
pursuing unit. In all other cases. causing a
cascade of flight off the battlefield. every unit in As the defeated army retreats. etc. but all routed. and counts that day.
1
-2 destroyed)? If yes.
Commander attached to unit + Morale Modifier Because Army B ended the battle with all of its cavalry units
Unit is wavering -2 routed. Its BR will be halved from 2 to 1 when attacking
next turn. the battle took place in.
Aftermath of Battles 73
Daniel Thorp (order #7365502)
. Did the defeated army end the battle without any
Army leader present on battlefield + 1/2 Morale Modifier cavalry or flyer units (e. the
Stand Firm: The unit remains steady.
wavering. No effect. Pursuing occurs
therefore +1 Other Infantry 18+
within the same 6-mile hex that
The first unit is a unit of heavy infantry (morale score 0). as described in
Waver: The unit’s morale is wavering. only cavalry or flyer units in the
Army has destroyed more BR of units than +2 victorious army are eligible to pursue. the army may retreat into the stronghold or settlement. The Adventurer Conqueror King System: Domains at War . the defeated army immediately retreats. then all units in the victorious army
but less than 2/3
are eligible to pursue.

Army B had two wounded troops are lost to desertion (round up).
can be ransomed for greater sums. After six battle turns. Army combat. while the other 50% Remember that casualties and prisoners can be consumed as
(rounded down) are lightly wounded. the other wound troops are lost to desertion. the victorious or dead. The spoils for defeating the heavy
CASUALTIES cavalry are (7 x 60 x 60) 25. so two units of Army B are eliminated. Because Army B still has unrouted wounded troops become prisoners of the victorious army
cavalry units in its army.200gp. if desired. Army B’s rear guard units have
all been defeated. 15 of the wounded troops become prisoners of the
destroyed or routed. 30 troops are crippled
Pursuit Throws: For each eligible pursuing unit. medieval fighters.
only its four light cavalry. the victorious army commander may
Half-strength units may be consolidated to form a smaller
choose which unit(s) are eliminated. If the orc’s army lost
throw if all of the defeated army’s cavalry or flyer units were the battle. 50% of its
troops (rounded up) are crippled or dead. land captured in
of Army B’s cavalry units were destroyed or routed.
From the defeated units.
Destroyed Units: For each unit that was destroyed. It was the nobility and leadership that were
most motivated by the prospect of glory and renown from
Pursuit against Evading Armies: As explained in Types of winning battles. at the Judge’s discretion. while the common
rear guard envelopments.
units remaining when the battle ended. Routed Units: For each unit that was routed. and similar creatures
20 always eliminates a unit. A natural roll of
ransomed. Army A is now eligible to pursue Army B EXAMPLE: In a great battle. He elects to the prospect of economic gains that motivated ancient and
destroy both of B’s light cavalry.
EXAMPLE: A unit of 120 orcs routed. most soldiers fought for the spoils of war. A’s commander makes Historically. and heroes for the army’s valor at arms. each army’s leader will determine his army’s the heavy infantry are (10 x 120 x 12) 14. it will
be able to field a unit of 60 orcs in one week. wine and women from plundered cities.
Army A had eight heavy infantry and four light cavalry up) are lightly wounded. prisoners can be used as construction workers (p. Army A is eligible to pursue with (round up). 25% of its troops
EXAMPLE #2: A battle between Army A and Army B
(rounded up) are crippled or dead.000gp. The spoils
casualties. He rolls a modified 6.
EXAMPLE: Army B routed off the battlefield. while another 30 are lightly wounded. an army has destroyed or
but all its pursuing units suffer a -6 penalty to their pursuit routed 7 units of 60 heavy cavalry (60gp/month per troop)
throws. or ransoms from captured nobility. 60 of the orcs are crippled or dead. 12 spoils could come in the form of booty from a pillaged city. and skirmishes) involve offensive soldiers are rewarded only for their personal material gain. 15 of the wounded troops are lost to
appropriate value from the table below. monsters. but it was ultimately
A’s general chooses which units are eliminated. while 60 are lightly wounded. The longer it takes to defeat an
evading army. using the following rules.
wounded troops return to their unit in one week. Domains at War rewards leaders
Battles earlier in this chapter. the wounded orcs become prisoners of the
victorious army. Army A is SPOILS OF WAR
pursuing with four light cavalry units. while another 25% (rounded
ended when Army B voluntarily withdrew from the battle. (Higher level NPCs. 50% of the victorious army’s routed. The spoils for defeating
After pursuit. The
total spoils are 61. The spoils of war from a victorious battle are equal to one
Each battle turn imposes a cumulative -1 penalty to subsequent month’s wages of each destroyed or routed unit. and 10 units of 120 heavy infantry (12gp/month per troop). In addition.
army’s general may choose which unit(s) are eliminated. the rest
light cavalry and four light infantry remaining. 9. 50% of a defeated army’s routed. the victorious army captured and
ransomed 550 prisoners. 50)
EXAMPLE: Army A confronts Army B in a rear guard
action. it will recover its wounded. from ransoming the prisoners are (550 x 40) 22.
and a 16. The defeated
army’s wounded troops become prisoners. The victorious army’s supplies by carnivorous units (p. 60 of the orcs
are dead or disabled.) If
kept.
armies fighting evading armies.
EXAMPLE: An army containing a unit of 120 orcs was
destroyed. Otherwise the defeated
number of full-strength units. 57). Add +4 to the pursuit desertion. Those
four pursuit throws against 11+. all of which return to the unit in one week. If the orc’s army
lost the battle.
each prisoner captured is worth 40gp if sold as a slave or
pursuit throws against a defeated evading army. To reflect this.
74 Aftermath of Battles
Daniel Thorp (order #7365502)
.400gp. reducing the unit to 75 orcs. If the orc’s
army’s commander makes a pursuit throw against the army won the battle. Since all food.
cavalry or flyer units.
voluntarily retreated. certain battles (rear guard actions.600gp. If the defeated army ended the battle without any unit is reduced to 60 orcs. If the
orc’s army won the battle. the harder it is for the offensive army to pursue. The
enemy unit. regardless of any modifiers. Each successful throw eliminates one victorious army and the other 15 are lost to desertion.

(This is why ambitious commanders always demand to lead
more troops!)
EXAMPLE: An army consisting of 8 units of 120 heavy
infantry and 8 units of 60 heavy cavalry. and the third had 2 units. The leader receives
get 13gp each. and 900XP. it requires 100 XP for a
0th level character to become a 1st level fighter. respectively. Troops organized in units (i. The Adventurer Conqueror King System: Domains at War . Troops will expect friendly units defeated. In general.000gp.
Battles
Aftermath of Battles 75
Daniel Thorp (order #7365502)
.500XP.000xp. only from spoils of war.
from Adventuring (p. 115). a hero. so the commanders receive
receives 13XP. non-heroes) do not
rules in ACKS under 0th Level Characters and Experience earn XP from fighting.(3 x 1. or a creature in a unit) earns 1 XP for each XP equal to the value of enemy units defeated.000gp) for himself and shares the rest of the per orc equals 1.Campaigns
Experience Points from Spoils: Each participant (whether a Experience Points from Combat: The army’s commanders earn
commander.
loot among the men on a pro rata basis in relation to their The overall leader and three commanders of the army will
wages. so that heavy infantry get 3gp each and heavy cavalry split [(12 x 1. 2. led by a 9th level EXAMPLE: An army of 10 100-man units (10XP per man
fighter. troops’ XP can be tracked on a unit-by-unit Characters also earn XP for the creatures they personally
basis.000XP per unit) defeats 12 units of 100 orcs (10XP
claims half (5. The first commander had 5 units. The General earns 5.000)] 9.
For ease of play. the second had 3
infantryman receives 3 XP and each heavy cavalryman units. each heavy 4.000) . 1. has gathered battle loot worth 10. If this does not occur.350XP. led. The leader equals 1.250XP.e.000 XP per unit) while losing 3 units itself. the commanders based on the number of units each commander
Judge should make a loyalty roll for any unpaid troops. 0th level characters can be advanced to 1st level as per the defeated. 50% of the XP goes to the army’s leader. less the value of
gold piece he collects from the spoils of war.
that at least 50% of any spoils captured will be shared on a pro while the remaining XP is divided proportionately among the
rata basis in relation to their wages.000XP.

Chapter 5: Sieges
I will encamp against you all around.
– Isaiah :
Daniel Thorp (order #7365502)
. I will encircle you with
towers and set up my siege works against you.

additional unit can assault the stronghold
Most sieges end before progressing to an assault. the besieging army encircles the besieged stronghold many units can assault and defend a stronghold. For every point
with its forces to deny re-supply and escape. the besieging army attacks that permits another unit to join the assault. In a reduction. a stronghold can be assaulted and defended by
the besieging army deploys bombardment and siege-mines to 1 unit. and only then begin blockade and reduction when the the defending army’s initial advantage. The stronghold has 25. any attempt to assault an undamaged stronghold will put
intimidate the defender into surrendering.
Effect of Unit Capacity and Structural Hit Points
A besieger may employ one. For every 1. Moruvai’s stronghold can be Blockade Quick Reference
defended by (24. 48) for If a besieging army has the luxury of time and resources. Strongholds and Structures (p.Campaigns
A siege is an attempt to capture a garrisoned stronghold or requires adding up the number of units that the stronghold can
urban settlement. hoping for a quick stronghold is very. a unit defending a stronghold has significant advantages over a
with methods overlapping or repeating as necessary.
stronghold can be defended by 1 unit (rounded up). or
comparable unit capacity. Once a blockade is in place. unit capacity 12).
rounding up. Instead. blockade may be all that’s required to win the siege. A besieger unit assaulting a stronghold. The army laying siege is known as the be defended by. Moruvai’s stronghold consists of a keep (15.000 / 8) In a blockade. the besieging army encircles the besieged
24. dealing 15. however.
EXAMPLE: When the Judge prepared his campaign setting. the besieging army will begin with blockade Unit Capacity For each point. and 4 100’ lengths of wall (1.
250’ of circumvallation
Domains at War: Campaigns uses the structural hit points Minimum 20 units / 10 ships / 2500’
(shp) and unit capacity of strongholds to resolve the outcome
of sieges.000 shp and
METHODS OF SIEGE unit capacity 24. of unit capacity.000 shp. 39 units. a breach is created
destroy the stronghold. a with troops. The Adventurer Conqueror King System: Domains at War . In order to overcome
victory. The gradual creation
assault again upon learning that a relief force is on its way. of breaches to allow for a successful assault is the core of siege
warfare in Domains at War: Campaigns. while Moruvai can still only defend with 24 units. the defending garrison will run out of supplies and
Calculating a stronghold’s structural hit points simply requires be forced to surrender or starve. Calculating a stronghold’s unit capacity likewise season or more for a recalcitrant city or fortress to surrender.000 shp of damage. and cannot afford to wait a
the structure. but it will serve for
That’s 15 breaches! Now Marcus can assault with (24 + 15)
most castles and fortified towns. some. This is not an exact calculus.
Methods of Siege 77
Daniel Thorp (order #7365502)
. assaulting units up against defending units at a 1:1 ratio. a fully-garrisoned and undamaged
might immediately attempt an assault. or
Wooden strongholds have 1/10 the shp of a stone stronghold.
SIEGE MECHANICS EXAMPLE: As the siege begins. 1 point of unit capacity requires…
2 blockading units.000) 24 units. In a Unit capacity and structural hit points interact to determine how
blockade. 4 medium towers (1. the besieging army
initial assault fails. To blockade a besieged stronghold.000 shp of damage dealt. It might then resume bombardment. he
BLOCKADE
estimates that Moruvai’s stronghold has about (185.
There are three basic methods of capturing strongholds.000 shp of damage) 1
refused to capitulate will the besieging army resort to assault. If Marcus were to assault immediately.
he decided Moruvai’s stronghold was worth 185. Since
The sequence of siege tactics can vary considerably. Hereafter. shp. the besieging
Structural hit points can be used to estimate the number of army must encircle the area around the besieged stronghold
troops that can garrison a stronghold. Marcus patiently bombards Moruvai’s
stronghold for several weeks.000 / 1. Based on the stronghold value. unit
capacity 1 each). very hard to capture. For each 1.000 shp. Only if a stronghold has still
Structural Hit Points For each breach (1. the besieged stronghold is cut off from its supply lines. but
he never mapped it out.000
unless otherwise noted.
Most commonly. but they are
generally conducted as if they will end with an assault. Within a
few months.000 shp. however. if only to Thus. only to must reduce the stronghold’s defenses. ships. any EXAMPLE: Moruvai’s stronghold falls under siege by
reference to “strongholds” is inclusive of urban settlements Marcus. he
stronghold. but
½ blockading ship.
EXAMPLE: With 24. Moruvai’s keep has a unit
Sieges
Sieges Without Maps: If you do not have a map for a besieged capacity of 24. In an assault. a
a list of shp and unit capacity by structure type.000gp. or all of these methods. or fortifications. stronghold to deny the defenders the opportunity to re-supply
or escape.500shp and
unit capacity 2 each). See Chapter 2.
besieging army or besieger.
the stronghold directly to capture it with force of arms. Most besiegers have supply
adding up the shp of the walls and buildings that make up of concerns of their own. you can estimate a stone stronghold’s shp by could assault with 24 units and Moruvai could defend with
dividing the stronghold or urban settlement’s gp value by 8 and 24 units. while the army garrisoning the
stronghold is the defending army or defender.000 shp. a stronghold can be assaulted
and defended by 1 unit
and then move on to reduction.

the sea. the defending
(CIRCUMVALLATION) army will be able to gather far more supplies.
BLOCKADING WITH SHIPS
Marcus has 6. the stronghold will be blockaded. A
walls blockaded by ship. Aura Stored Supplies: Strongholds usually have a larder and pantry
is an enormous city with a unit capacity of 300.000’ of
supply along the waterway if it is not blocked. complete each circumvallation.400gp in supplies stored up. By default. Moruvai’s stronghold has a unit
capacity of 24. value of supplies!
If the besieged stronghold is protected by a navy of its own.000 x 0. If the stronghold faces water for only a portion
of its perimeter.400gp / 600) 24 weeks. His army requires (10 x 60) 600gp in supplies each week.
to twice the unit capacity of the stronghold.500’ (about ½ mile) of circumvallation. He stronghold (unit capacity 24). The besieging circumvallation. See Chapter 2 .000 / 300) 10 days to
ram.
x 1” thick). The circumvallation’s construction cost will be
6. Circumvallations cost 100gp per 100’ length.
BLOCKADING WITH FORTIFICATIONS
If the stronghold is not blockaded immediately. then Moruvai would have time to
construction projects at construction sites around the besieged gather an additional (24 x 600gp/week x 2 weeks) 28. Baal the stronghold has (24 x 600gp) 14. Therefore (300 x 0.000 troops are assigned to work on each
army must have a sufficient number of ships to blockade the project. BLOCKADING WITH UNITS the circumvallation projects are usually unskilled labor drawn
The number of units required to blockade a stronghold is equal from the besieging army. to its supply line.
Moruvai’s stronghold has a unit capacity of 24 units.
least 2. it completely
are being used to blockade. Each project has a construction rate of (3. 250’ is required
infantry troops because of their greater mobility and scouting
per point of unit capacity). (Even though cavalry units
Each 250’ length of circumvallation reduces the number of units
only consist of 60 troops.800gp
stronghold. As a guideline. defending army. He has only 2 circumvallation that will entirely encircle the stronghold. A complete circumvallation imposes a
-4 penalty on attempts to smuggle supplies into the stronghold. It is thereafter restricted to paying its supply
cost from the actual value of supplies already in the besieged
The besieging army does not have to blockade the portion of the stronghold. and 70% of Aura’s walls touch a besieged stronghold will be 600gp per point of unit capacity. a catapult.) Units cannot be assigned to construction projects if they
number of units required for the blockade to 0. they are able to patrol as well as 120
required to maintain the blockade by 2 (e. The castle therefore has sufficient supplies to maintain the
defending army for (14. Moruvai has 10 infantry units in his castle. the defending army loses access
waterway. If the circumvallation reduces the
ability. He wants to erect a
assigns 48 units to blockade the stronghold. EXAMPLE: If it took Marcus two weeks to blockade
Construction of a circumvallation is usually divided into several Moruvai’s stronghold. so it will require 48 units to blockade the EXAMPLE: Marcus’s army has laid siege to Moruvai’s
stronghold.
increased by the size of the stronghold’s navy. or from supplies smuggled into the stronghold. Marcus splits the circumvallation
Strongholds built on navigable waterways will be able to re-
into 2 construction projects. each project should encompass at worth of supplies.1gp/
waterway.
encircles the stronghold.
troops or cavalry units of 60 troops.
Terrible will need (105 + 25) 130 ships to blockade Aura. Marcus’s army has 50 units (6. but craftsmen may be used if available. and earthen ramparts
(8’ high x 1’ thick). Construction Projects (p.30 x 2) are still other liquid wealth held by the ruler does not count towards the
necessary to blockade the land walls of Aura. the value of supplies stored in
harbor city on a peninsula. so the
EXAMPLE: If a fleet of 25 ships protects Aura. trenches (10’ wide x 5’ deep).
EXAMPLE: Marcus wishes to blockade Moruvai’s
stronghold with his troops. the besieging army may encircle the of supplies stored in the stronghold by 600gp per point of unit
besieged stronghold with a line of fortifications built outside of capacity for each week of preparation time available to the
bow-shot of the stronghold’s walls.
EXAMPLE: Moruvai is blockaded in his stronghold by
the number of ships required to blockade the stronghold is
Marcus’s army.000gp
A circumvallation consists of a mix of wooden palisades (8’ high of supplies per point of unit capacity (1 year’s supplies). To function in a naval blockade.
units remaining for construction projects or other purposes. each consisting of 3. a ship must have a day) 300gp per day. The units can be infantry units of 120 earth. destroyed by sabotage. or at least 20 marines on board.000gp. so it will take (3. with a minimum Construction of circumvallations can also be assisted with move
of 20 units required.g.70 / 2) 105 ships are required to enough for 10 weeks if garrisoned at full capacity. and the
Blockading a stronghold surrounded by waterways on all
troops can be used for other purposes. It must still blockade any remaining blockaded stronghold is very vulnerable to having its supplies
walls facing land. Therefore the circumvallation must be (24 x 250’) 6. 3. Increase the value
Given sufficient time. The workers on
78 Blockade
Daniel Thorp (order #7365502)
.000 troops. 180 units (300 x 0.
EXAMPLE: Baal the Terrible has laid siege to Aura.
sides (such as an island) requires one ship for each 2 points of
unit capacity. When the circumvallations
are complete. 49). A stronghold may not hold more than 3. multiply the stronghold’s unit capacity by EFFECTS OF A BLOCKADE
the percentage of the stronghold’s perimeter which faces the As soon as a blockade is in place. known as a circumvallation. Gold and
blockade Aura’s sea walls. Aura is a provisioned for siege.000’
around.000 troops).

artillery crews will use re-
circumvallation completely encircles the stronghold. and triggers a loyalty roll.Campaigns
Loss of Supplies: If and when supplies become exhausted. the REDUCTION BY BOMBARDMENT
defending troops suffer all of the normal consequences from Bombardment by an artillery piece (ballista. The cost of ammunition during a siege
perpetrator must make a successful Move Silently throw. etc. 600 18gp 200’
Heavy Ballista 1. of ammunition.800 60 600 90gp 300’
Light Catapult 1. the artillery
In a reduction.” See Chapter 2.000 400 1. 62) for will suffer a breach!
additional information on hijinks. Each week troops are partially or completely values are listed for wooden and stone strongholds. Construction
defending stronghold with artillery bombardment.they lose 1 hit point per day.)
inside the besieged stronghold (infiltrated perpetrators) can
order his perpetrators to attempt sabotage hijinks against The daily cost of ammunition is listed on the Artillery
the defending army’s supplies.) reduces the stronghold’s shp each day by the amount shown
-1 to attack throws and damage rolls. or 1 heavy ballista and 1 heavy catapult. rocks pulled from nearby buildings. etc. and 80 unskilled laborers are assigned to scavenge
sieges never get so far. or even cadavers.
Sieges
proficiency throw is modified by the opposing army’s leader’s the daily cost represents consumption of ammunition being
strategic ability (as skilled generals tend to be better at guarding brought in by its supply train.
mining. For the besieging army. For sabotage to succeed. the stronghold is reduced to flattened rubble.000gp. leaving it with
Either or both armies may resort to hijinks during the course of (25. desired.800 . Reduction tactics deal damage to the besieged
stronghold’s structural hit points. preserved meat. For smuggling to succeed. Their total construction rate is (5gp x 2) + (80
will substantially hamper its defense: Each 1. For the defending army (which is
their stored supplies).).
loss of supply .
Ammunition: Sieges consume an enormous amount of artillery
Smuggling: A defending army leader with access to perpetrators ammunition. beer. Most apprentices.
must make a successful Move Silently throw. costing 15cp each.840) 24. the daily cost represents consumption of
destroys 1. or magic. 4 journeymen. expend 1. The is added to the army’s supply cost.600 120 600 90gp 400’
Light Trebuchet 9.g. onions. with 2 light trebuchets and 4 light catapults. Supplying Armies (p.500 225gp 500’
Medium Trebuchet 12. for additional EXAMPLE: Marcus is bombarding Moruvai’s stronghold
information on supply. 8
reduced to 0. the perpetrator smuggles 1. Each light
trebuchet deals 300 shp of damage per day. below. e. siege.
proficiency throw suffers an additional -4 penalty. War considers catapults and trebuchets in siege conditions to
salt. If the throw is successful. The stronghold is
HIJINKS DURING BLOCKADE dealt [(300 x 2) + (60 x 4)] 840 shp of damage.500 225gp 500’
Heavy Trebuchet 15. The workers can supply 10 medium ballista. Each light
catapult deals 60 shp of damage per day. catapult shot. catapult. The
construction cost for scavenged ammunition is 1/10 the daily cost
listed on the Artillery Bombardment table.
2 heavy ballista.000 300 1. and lose the ability to heal on the Artillery Bombardment table. suffer a cumulative etc. slaughtered
successful. the besieging army seeks to weaken the can be kept firing for “free. as wooden
unsupplied also counts as a calamity. Wood Daily Damage v. Projects (p. If the throw is rubble knocked loose by the bombardment. Spying and Other Hijinks (p. and it
a blockade. crude light
taking a -1 penalty on the proficiency throw per 1. though accuracy is reduced. 49). The proficiency below.000gp of supplies per class level. The Adventurer Conqueror King System: Domains at War .
Artillery Bombardment
Artillery Type Daily Damage v.
destroy extra supplies by taking a -1 penalty on the proficiency Workers can be assigned to scavenge for ammunition if
throw per 1. the perpetrator usually out of supply). As long as
REDUCTION workers are available for the construction project. as even partial destruction of a stronghold ammunition. If a To maintain this volume of fire.500 225gp 500’
Reduction 79
Daniel Thorp (order #7365502)
.500 shots per day! The shots fired each day of a
supply his stronghold.000gp of supplies in per animals.
throw is modified by the besieging leader’s strategic ability. Stone Shots Fired Per Day Daily Ammo Cost Maximum Range
Medium Ballista 1. If the stronghold’s shp are EXAMPLE: 2 master stonemasons. See Chapter 3. For game purposes.000 500 1. which is the equivalent to 180gp worth
dealt creates a breach that an assaulting unit can exploit.000gp.000 shp of damage x 1sp) 18gp per day. Another day of pounding. Scavenging ammunition is a construction project. 56).160 shp. A trebuchet bombarding around the clock will
can order his perpetrators to attempt smuggling hijinks to re.000 .
Few sieges last long once the defender’s supplies are exhausted!
See Chapter 3. the purposed enemy ammo. the Bombardment table. Domains at
class level (representing a mix of grains. The perpetrator can ammunition stored before the siege.400 80 600 90gp 400’
Heavy Catapult 3. The perpetrator can smuggle extra supplies by be firing the cheapest available ammunition. trebuchet. Separate damage
wounds normally. (Remember that catapults and
Sabotage: A besieging army leader with access to perpetrators trebuchets can fire ammunition of a lighter or heavier weight
than indicated for their type. below.800 60 600 90gp 300’
Medium Catapult 2. strongholds are considerably more vulnerable to artillery. the perpetrator bombardment are listed on the Artillery Bombardment table.

and/or magic is involved.)
proportional to the amount of ammunition available.
Artillery Duels: It is considerably more difficult to conduct a small artillery duel may be resolved as a heroic foray and
bombardment when the besieged stronghold can return fire. or move his artillery out of range and into cover
80 Reduction
Daniel Thorp (order #7365502)
.
no artillery that outrange the defender’s artillery. Each army leader simultaneously rolls 1d6 per ballista. An artillery piece with only limited access to ammunition and allow the besieger to bombard freely. played out using the ACKS combat rules. If Marcus does not wish to put his For each hit. or
other cover for his artillery. Heavy trebuchets require two
trebuchets. mantlets. (A roll of 5 will miss
this is not an option. of course. this would not hits to destroy. Hits must be applied to artillery actually
be an option.
participating in the duel. Otherwise. The defending army can
accept the offer. resolve the
When both the besieging and defending armies have artillery. he must bombard using only his light opponent’s artillery pieces. These medium catapults outrange Marcus’s light 2. Hits are
the artillery duel. Each army leader tallies the hits scored by his artillery.
if the besieger has constructed fortifications. If the besieging army has
artillery duel. then
The defender scores a hit on each 5-6.
catapults (400’ to 300’).
at which an artillery duel is offered. but its damage is reduced by an amount can also offer an artillery duel. Only artillery within range will participate in opposing army’s participating artillery are ignored. and 2d6 per trebuchet participating in the
the range of the defender’s artillery. the army leader may destroy one of his
light catapults at risk. 1d6
himself to using artillery capable of bombarding from outside
per catapult. and the artillery targeted must
A more aggressive besieger can offer an artillery duel by have a lower range than the artillery scoring the hit. Hits
moving his artillery into range of one or more of the defender’s scored in excess of the amount required to destroy all the
artillery pieces. If Marcus only had light catapults. The besieging army can choose the ranges applied simultaneously. (A defending army
may still bombard. The besieger scores a hit for each die roll of 6.)
EXAMPLE: Moruvai has 4 medium catapults defending his
stronghold. A cautious besieger can restrict
1. duel in a series of duel turns:
the besieger has two options.
If PCs are participating on either side. though this is less common.

2. When the
medium catapults. 5. starting with step 1. the miners
must make a loyalty roll. These spells. At the end of each week. are shown on the accompanying table. Move earth go “BOOM!”
cannot be used if the stronghold is built on solid rock (such as a
Countermining: Each day of a mining project. the tunnel and the structure above it. He rolls 2. 2. Once
first. so he settles for destroying How Big is a Siege-mine? Each siege-mine consists of
a light catapult instead.
scoring 2 hits. craftsmen rather than
catapults. Any loyalty roll of an unmodified “2”
Fireball hp damage / 5 means a mining accident destroys the mine and kills all the
Flame Strike hp damage / 5 assigned workers! (The supervising engineer may make a saving
Horn of Blasting 125 throw versus Blast to escape death. Construction of a siege-mine must be supervised
his four light catapults and 2d6 for each of his two light
by an engineer. and
as the spells cannot directly affect worked stone. the mine is completed.000gp.000 cubic feet of tunnel. The miners’ luck holds. but these
outrange his medium catapults. 6. unless transmute rock to mud is used
may make a reconnaissance roll to detect the siege-mine. but for game purposes this is not
to structures. 2.000gp). causing breaches! Marcus watches in glee as Moruvai’s curtain walls
structural damage much as an earthquake would.) The value of the mine is lost
Lightning Bolt hp damage / 5 when an accident occurs. the tunnels are set aflame. 2. Meanwhile. running from the lines
destroyed all of Moruvai’s medium catapults at a cost of one of circumvallation to the besieged stronghold. two
Move earth can shift the ground beneath strongholds.
Moruvai accepts and opens fire!
Excavating a siege-mine is a construction project with a cost
In the first turn of the duel. 2. Countermining is a construction project.
like to destroy one of Marcus’s light trebuchets. However. The necessary. siege-mining is dirty and dangerous work.500 /turn
Searing Wind hp damage / 5
EXAMPLE: Marcus assigns 100 skilled workers. with a
construction rate of 70gp per day. Moruvai rolls only 2d6 (since he lost (4d6 damage) in a siege-mine would increase the siege mine’s
two of his four catapults). and scores one hit. weakening foundations. placing a 40lb petard
artillery! Meanwhile. Moruvai rolls 1d6 for each of his four unskilled laborers generally do the bulk of mining. and the
army withdraws. rate of 1gp per day excavates 20 cubic feet of underground
tunnel daily (20. besieged stronghold suffers 6d6x100 shp of damage. and the winner can bombard with any/all surviving wooden-reinforced earthen tunnels under and around the
artillery. That’s enough to destroy all of Moruvai’s remaining 100 x the petard’s damage. the tunnels are filled with
combustible material. Countermines are used to sortie into
Reduction 81
Daniel Thorp (order #7365502)
.
the mine is detected. 4. Because of these limits. with an unmodified “2” resulting
in a mining accident. and the damage they deal tunnels dug during excavation. A construction
light catapult of his own. If neither army wishes to withdraw. The duel is now over – Marcus has approximately 20. the Judge may map out the precise
destroy strongholds.Campaigns
3.
In the second duel turn.000 cubic feet x 1gp/20 cubic feet = 1. to begin siege-mining
Transmute Rock to Mud 625
Moruvai’s stronghold. Once the stronghold’s foundations are
duel turn is fought. The roll yields a 21 – 2. A besieging army may pursue as many siege-mine projects
as desired. however. Neither siege-mine is completed. On a natural “2”. the workers die
Move earth and transmute rock to mud present special cases. countermining
requires a weekly loyalty roll. the defender
mountain-top fortress). Transmute after 15 days (2 loyalty rolls). and set aflame. offering Moruvai an artillery duel. He rolls 1. Either army may now voluntarily withdraw from the duel. scoring no hits. If either army voluntarily withdraws.
REDUCTION BY MAGIC If the Judge has a map of the besieged stronghold and lines of
Certain spells and magic items can be used to damage or circumvallation around it. the artillery duel the besieged stronghold. The subsequent fire then
EXAMPLE: Marcus decides to advance his light catapults burns away the mine’s wooden support structures. sufficiently undermined with tunnels. subject to the number of available engineers and
Spell SHP Damage workers. in a mining accident. The Adventurer Conqueror King System: Domains at War . 6.
Move Earth 1. REDUCTION BY SIEGE-MINING
The army leader with the lower strategic ability must decide The besieging army may dig one or more siege mines to reduce
first. For instance. 3. The
rock to mud can be used to transform the earth beneath supervising engineer sets the mine aflame.100 shp of damage. increase the damage dealt by
hits. Marcus rolls 1d6 for each of of 1. No more than 100 workers can be assigned to
trebuchets. overhead. Like siege-mining. Marcus rolls 8d6 and scores two If a petard is used in a siege-mine.
Cone of Cold hp damage / 5 and any workers assigned to a siege-mining project must make
Disintegrate 125 loyalty rolls each week. Moruvai would damage by 4d6x100 shp of damage. collapsing
forward to a range of 300’. for a total of 8d6. Siege mining involves excavating
ends. so a second duel turn must be fought.
supervised by an engineer. he may order construction of one or
more countermines. Up to 100 workers can be assigned
to each counter-mine. then another besieged stronghold. and the resulting
strongholds into mud. Marcus destroys two of Moruvai’s medium each siege-mine.
mechanisms by which these spells deal damage is obvious in
Sieges
most cases. 50% of the collapse deals 6d6x100 shp of damage to the stronghold
damage is recovered when the spell expires or is dispelled.

1. Assaults are decisive. Lost units are then
construction. the perpetrator creates to defend with the maximum number of units if he
a breach in the stronghold. If a stronghold 1.
Subversion: An infiltrated perpetrator can attempt to subvert 2. The leader must designate
which units are assaulting through breaches. 83). opened gates.
are assigned to repair the fortifications overnight.
is modified by the opposing army’s leader’s strategic ability. 71). after having been blockaded and reduced. In game terms. while sturdier. the perpetrator must
the maximum number of units if he doesn’t want to.
a rate of 1 shp of damage per 1gp of construction rate. Heroic PCs and NPCs may make heroic forays
make repairs during the evening hours. The perpetrator can create additional doesn’t want to. See Artillery and
stone.
After each day of reduction. one hit is
from Marcus’s bombardment. is being used in the assault. artillery and siege equipment. If
and do not participate this turn. It is repaired at
removed. The besieging
the throw is successful. Resolving Battles (p. the besieging army may resort to
one siege-mining project. rating. as it is
reduced by siege-mining. 1 additional unit per breach in the stronghold may
be assigned to the assault.
This reduces Marcus’s siege-miners to a construction rate of
(70gp .1gp) 100gp per day. Marcus responds by launching
a second siege-mining project. the perpetrator destroys 4d6 x 10 shp
army leader should also decide what artillery and
per class level. the fluid will flood the mining tunnels maximum of 1 unit per point of unit capacity plus
and make the tunnel-and-burn process virtually impossible. but expensive in manpower and
EXAMPLE: Moruvai tasks 100 workers with a total material. Artillery and siege equipment do not
STRONGHOLD REPAIR count against maximum number of units. Making repairs is
to influence the battle rating in favor of one army
a construction project. the defending army may
3. its foundation is too hard to
easily excavate. Each assault turn represents approximately 10
Impregnable Strongholds: Some strongholds cannot be minutes of hard fighting. Only
half of all damage sustained during the siege can be repaired. assigning this siege-mine RESOLVING ASSAULTS
another engineer and another 100 workers. assault. 67). as they are nothing The defending army leader should also decide what
more than unlocked doors. Units not assigned to the defense
breaches by taking a -1 penalty on the proficiency throw per (voluntarily or due to the limits of unit capacity)
breach. An assault seeks to capture the stronghold through force
of arms. Each army leader simultaneously rolls a number of
The remainder must be re-built when the siege is lifted. Their
construction rate is (1.000 unskilled laborers scored.
(such as a mountain-top fortress). The leader does not have to assault with
stronghold by arson.
82 Assault
Daniel Thorp (order #7365502)
. For each successful attack throw.
Artillery and siege equipment do not count against
Divide damage from arson by 10 if the besieged stronghold is
the maximum number of units. at full attack throws equal to his army’s remaining battle
construction cost. if any. Breaches created with subversion must be exploited are kept in reserve. a stronghold has
countermining project as a penalty to the construction rate of still refused to capitulate. The target value for the attack throws is 16+.
with an assault immediately or they are lost.000 x 0. For arson to succeed. is being used
in the defense. For subversion to succeed. The proficiency throw
Units not assigned to the assault are kept in reserve. is harder to fix. Stone
and resolved simultaneously. If the throw is successful. The besieging army’s leader selects one or more
is entirely surrounded by water (either navigable waterways or a units from his army to serve as assaulting units. Assaults are resolved in a series of assault turns following the
procedure below. Other
REDUCTION BY HIJINKS
units are assumed to be assaulting with siege
Arson: An infiltrated perpetrator can attempt to reduce the
ladders.
make a successful Move Silently throw. ASSAULT
this is represented by applying the construction rate of each If. and do not participate this turn. will come at a high price in blood.
modified by the Attack Throw Modifiers listed
EXAMPLE: Moruvai’s stone stronghold has taken damage below.
Siege Equipment During Assaults (p.
-1 penalty on the proficiency throw per 4d6 x 10 additional shp.70gp) 0gp per day. If a stronghold is built on solid rock similar to that described in Chapter 4. A
moat of at least 10’ depth). the units from his army to serve as defending units. A
perpetrator must make a successful Hide in Shadows throw. and is unlikely to readily collapse. The leader does not have
strategic ability. 4. the besieger’s tunnels and disrupt the digging. All heroes’ heroic forays are revealed
a rate of 5 shp of damage per 1gp of construction rate. See Heroes in Battle (p. so they
can repair 100 shp of damage. maximum of 1 unit per point of unit capacity may
The proficiency throw is modified by the opposing army leader’s be assigned to the defense. Wooden construction is repaired at
or the other. The system should be familiar. etc. The perpetrator can set a larger fire by taking a
siege equipment. if any. Even successful assaults against battered strongholds
construction rate of 70gp per day to begin countermining. The defending army’s leader selects one or more
the stronghold’s defenses.

Movable Mantlet 60 . The defending army may voluntarily surrender. units of 1 medium trebuchet each (BR 3 each). Otherwise. A leader does not have to use artillery and siege
by unit type. and 15 heavy ballista.
the protection of the stronghold. 3
assault turn is fought. The number of pieces of artillery or
equipment. the Heavy Ballista 5 1 -
stronghold is captured. 68).
units have their BR reduced to one-quarter their base value
(round up). starting with step 1. For example. 6
ATTACK THROW MODIFIERS DURING ASSAULTS Siege Tower. The unit size and battle rating of artillery
and siege equipment units is listed in the Artillery and Siege
Equipment Battle Rating table. If the Hoist 6 1 2
besieging army calls off the assault. and 3 units of 5 heavy
ballistas each (BR 1 each). deploying one 20’ ram will not have any game
effect. then another Cauldron 4 . a
single 120’ ram would have BR 1. Type of Equipment Unit Size BR Notes
These units are defeated. 2. or a unit assaulting through a breach siege equipment required to form a unit depends on the type of
Sieges
Attack by a defending unit +2 artillery or equipment. Either way. he forms these into 2
infantry (BR 2) defending a stronghold has its BR increased to 3. and Medium Ballista 10 1 -
the defending army has no units in reserve. Light Trebuchet 1 2 -
7. If all of the defending units are defeated.Campaigns
5. Each army leader tallies the hits scored against his ARTILLERY AND SIEGE EQUIPMENT DURING ASSAULTS
army. artillery and siege equipment must
Attack by an assaulting unit other than artillery. 2. Large 1 2 2
following factors: Siege Tower. Light Repeating Ballista 10 1 1
6. Battle Ratings (p. See Ending Sieges. 6 units of 2
It will roll three attack throws and will take three hits to eliminate. a sufficiently
oversized piece can qualify as a unit by itself. The Adventurer Conqueror King System: Domains at War . 2. Medium Trebuchet 1 3 -
If the defending army surrenders. a unit of heavy When his stronghold is assaulted. the stronghold Heavy Trebuchet 1 6 -
is captured. for a list of battle ratings
the assault. the Siege Equipment
besieging army may renew the assault or call it off. 12 medium catapults. Huge 1 8 2
Attack Throw Modifiers Modifier When used during assaults. equipment that must be deployed to have an effect on an assault.
EXAMPLE: Moruvai’s defending army fields 2 medium
All defending infantry units have their BR increased by 1 due to trebuchets. Hits are applied simultaneously. assaulting cavalry battle rating. For example. and the besieging army has no units in Medium Catapult 2 1 -
reserve. 4
but the siege itself continues.
or defending units apply to the army’s BR. but deploying six 20’ rams will increase an army’s BR by 1. His artillery adds 17 to his army’s
Except when assaulting through a breach. Screw (20’) 6 1 2
Siege Hook 10 .
Assault 83
Daniel Thorp (order #7365502)
. When the assault ends. Heavy Catapult 1 1 -
see Ending Sieges (p. Artillery and siege equipment
BATTLE RATINGS DURING ASSAULTS
not present in sufficient numbers to form a unit do not affect
See Chapter 4.
For example. If Battering Ram (20’) 6 1 2
the besieging army renews the assault. then the stronghold is liberated. This represents the fact that they must fight Unit Size: The minimum number of pieces of artillery or siege
dismounted as half-strength infantry. units in the reserve
do not count towards the battle rating. siege -2 be grouped into units.
For siege equipment of varying size (such as rams). flyer. medium catapults each (BR 1 each). determines casualties for Ram Catcher 10 . Remember that only the battle rating of assaulting
equipment if he would prefer not to risk it. Standard 2 1 2
During an assault. 5
both sides according to the rules below. the assault ends Movable Gallery 6 . If all of the assaulting units Light Catapult 10 1 -
are defeated. Hits scored in excess of the Artillery
amount required to defeat all the opposing army’s Light Ballista 10 1 -
units are ignored. unit attack throws are modified by the Siege Tower. 85). Each army leader then removes units from Artillery and Siege Equipment Battle Ratings
his army with a combined battle rating equal to or
greater than the total hits scored against his army. 4
8.

the stronghold’s walls. to 1. May make four attacks each assault turn. Absorbs one hit dealt during an assault turn. Fallow 4d6x10
Fields. so the encounter
distance is increased by a factor of (80/6) 13.)
on assault and defense. units are worth one additional point of BR each.
of 600 yards. table to determine how far away the besieging army is from the
5.
84 Assault
Daniel Thorp (order #7365502)
. Light 5d8
on an unmodified throw of “1”. Wild 3d6x5
explained below. but as defending units. above.
Forest.
EXAMPLE: Marcus and Peristo make a heroic foray against
Artillery and Siege Equipment: Units of artillery and siege
Moruvai’s keep. but it
will ultimately be up to the besieging army whether these terms
are honored. Reduces the BR of defending army by one. May make one attack throw each assault turn.3 to 2. remember that defending
assaults are identical to those for heroic forays during battles.
except as noted below. See Chapter 2. 1 each. distance by the ratio of the height of the stronghold walls relative
to the height of a man (6’). BR: Artillery and siege equipment units with a battle rating Assault Encounter Distance
function exactly like assaulting/defending units for all purposes. Participants
an assault. as do any surrendering troops.
to stop a unit of 120 light infantry (1 point of BR) crewing Unit Loss: For each unit that was defeated. May only be deployed by the besieging army.
Fields. The result is a 20. Multiply the encounter
destroys a ram or screw unit. EXAMPLE: Moruvai’s stronghold is situated on a hill. Moruvai’s walls are defended by goblin light infantry
and Siege Equipment Battle Rating table. even if the week. Provides a bonus attack throw on the first turn of
from the defending army inside the stronghold. a hit stronghold’s walls at the start of the foray.
Acquiring Artillery and Siege Equipment: If in supply. and the troops depends on how the assault ended. creatures defending the walls take no damage. The mechanics for heroic forays during Foe Selection: When picking foes. Goblin light infantry normally have a battle rating of
ratings of various war machines. The two heroes and their allies stake a total
equipment can appear as foes for either side. He and his henchmen stake a total of 2 BR.5. He notes that Marcus’s army has deployed a huge 120’ When an assault ends. Ripe 5d10
Notes: Some units have special capabilities or restrictions.
effect would normally deal ½ damage. while the other 50%
Defending the Stronghold: Missile attacks targeting creatures (rounded down) are lightly wounded.5 x 2 = 3). some distance from
4. Broken units are Marsh 8d10
removed from the assault. an army
may acquire artillery and siege equipment from the market. or similar effects. the stronghold has 80’ walls. 52). 50% of its troops
the battering ram (1 BR). The Judge decides that Moruvai’s foray will be army’s casualties using the following rules. The defending army’s wounded troops become prisoners. for the battle units.5. then its wounded
by artillery.
(rounded up) are crippled or dead. Heavy or Jungle 5d4
1.
As with battles. Mountains or Hills 4d6x10
2.660 yards
from the stronghold walls. An army is limited to a maximum BR Badlands 2d6x10
from siege equipment equal to its BR from assaulting/defending Desert or Plains 4d6x10
units. The Judge uses the maximum
HEROIC FORAYS DURING ASSAULTS
encounter distance of 600 yards for the foray. burning oil. but breaks Forest.
Encounter Distance: The foray begins with all participants
3. See the Artillery of 3 BR. (There have to be troops to carry the equipment!) Fields.
except they do not count against the unit capacity restrictions Stronghold Site Encounter Distance (yds. The
Judge picks a selection of troops from Marcus and Peristo’s CASUALTIES
army. The fate of wounded
defending the walls of the stronghold suffer a -4 penalty. The Judge decides that Marcus and Peristo’s
foray will face 2 goblin light infantry units (BR 1. However.
EXAMPLE: Moruvai makes a heroic foray in defense of
his keep. indicating a distance of 200 yards.
creatures gain a +4 bonus to saving throws versus Blast caused If the besieging army captured the stronghold. so
the Judge consults the Assault Encounter Distance table and
Either army may construct artillery and siege equipment as
rolls 4d6. On a successful saving troops are assumed to be treated and recover during the next
throw. The effects of artillery and siege 0. A defending army’s leader may
negotiate for other terms during a voluntary surrender.
from the besieging army begin outside. Artillery and Siege
Engine Construction (p. each army’s leader must determine his
battering ram. their battle rating is increased by
equipment on personal combat are as described in Chapter 2.
construction projects. to a maximum encounter distance
6. Use the Assault Encounter Distance
Absorbing a hit destroys the gallery or mantlet unit. heroes can influence the outcome of assaults by
making heroic forays.

Campaigns
or if the besieging army will be reinforced soon. the defending army
defending army sallies forth. The besieging army’s retreat and pursuit. (Higher level NPCs.000 45 23 9 6 3 2 1 1 0 0 0 0 0 0
4-6.
but is subject to pursuit either way. .000 . . or army’s morale collapsing may choose to voluntarily surrender to
ransomed for 40gp each as spoils of war.000 . The remaining 3 units (360 men) also become back into the stronghold. 250 125 75 50 38 19 13 9 8 6 5
126-150. it may retreat
prisoners. The defending
army began with 10 heavy infantry units. the besieging
DEFENDING ARMY SALLIES FORTH
army has won the siege. . 225 150 75 45 30 23 11 8 6 5 4 3
76-100. Such a scant force may invite
ENDING SIEGES the defending army to sally forth. if desired. .
prisoners. 200 120 80 60 30 20 15 12 10 9
151-200. 67).
EXAMPLE: A besieging army of 20 units has had 8 heavy Surrender can be voluntary or involuntary.
A siege can be ended by the defending army if it exits the
stronghold and gives battle. 150 100 50 30 20 15 8 5 4 3 3 2
51-75.000 . or destroyed by reduction.000 225 113 45 30 15 9 6 5 2 2 1 1 1 1
16-20. Even if greatly outnumbered.000 . . . surrender occurs when all of the units within the stronghold
As always. . 150 60 40 20 12 8 6 3 2 2 1 1 1
21-30. .000 . Resolving
several assault turns. 200 100 60 40 30 15 10 8 6 5 4
101-125.
wounded troops are left behind and become prisoners of the
defending army. . the besieging
monsters. . .
A siege ends when (1) the defending army sallies forth and gives
battle to the besieging army. the defending army has won
the siege. An army leader is likely to
smaller number of full-strength units.000+ . . then its wounded the battle.000 . If this occurs. . 180 120 90 45 30 23 18 15 13
251-300. avoid an involuntary surrender later.000 90 45 18 12 6 4 2 2 1 1 0 0 0 0
7-9.000 .000 .000 . 250 150 100 75 38 25 19 15 13 11
201-250. and similar creatures can be ransomed for greater army has won the siege.
Duration of Siege
Stronghold’s Besieging Army’s Unit Advantage
Structural HP 1-2 3-4 5-10 11-15 16-30 31-50 51-75 76-100 101-200 201-300 301-400 401-500 501-600 601+
1-3. .
sums. A voluntary
infantry units (960 troops) defeated in a futile assault. Either way.000 180 90 36 24 12 7 5 4 2 1 1 1 1 1
13-15. of course. . .000 135 68 27 18 9 5 4 3 1 1 1 1 0 0
10-12. 240 160 120 60 40 30 24 20 17
Ending Sieges 85
Daniel Thorp (order #7365502)
. however. . . An involuntary
by the defending army. The Adventurer Conqueror King System: Domains at War . 210 140 105 53 35 26 21 18 15
301-350. . 420 men are crippled or dead. it must immediately fight a pitched
surrenders in the face of overwhelming odds. (2) the defending army surrenders.000 . . A stronghold can be captured by
assault. In the course of battle against the besieging army. If the defending army wins
If the defending army fought off the assault.) Defending armies usually lack
the supplies to feed prisoners. 225 90 60 30 18 12 9 5 3 2 2 2 1
31-50. and 420 are If the defending army loses the pitched battle. get better terms if he surrenders while a portion of his force is
still intact. or retreat into an adjacent 6-mile hex. . kept as slaves. (4) the besieging army BESIEGING ARMY CAPTURES THE STRONGHOLD
captures or destroys the stronghold. The besieging army can continue the siege. Cunning defenders may use prisoners as leverage to A siege can be ended by the besieging army if it departs the hex
negotiate surrender terms. so a leader who sees his supplies dwindling and his
Prisoners: Prisoners can be executed. a
defending army might sally forth if it has run out of supplies. . . As soon as the
EXAMPLE: After a brutal assault. Either way. so they will likely be killed or BESIEGING ARMY DEPARTS THE HEX
ransomed. . DEFENDING ARMY SURRENDERS
A siege can be ended by the defending army if it surrenders.
Sieges
(3) the besieging army departs the hex. half-strength units may be consolidated to form a fail loyalty rolls due to calamities. at the Judge’s discretion.
simply by leaving a unit in the hex. See Chapter 4. A siege can be ended by the besieging army if it captures or
destroys the stronghold. with all of its units.
were defeated. 480 surrender occurs when the defending army’s leader negotiates
troops are crippled/dead and 480 are wounded and captured surrender with the besieging army’s leader. the besieging army is subject to the normal rules for
troops recover during the next week. 7 heavy infantry units (840 men) Battles (p.

Artillery and siege engines on either side count as bonus the state of the defending stronghold’s walls and supplies at the
units. Light 8
Trebuchet. Riverbank (Rhine river castles) x2
but whether this agreement is honored will depend on the
besieger. SIMPLIFIED To assess the casualties resulting from a completed siege.
As with a battle. whose commander may determine the
to capture the stronghold and can hope only to starve out the unit’s fate. Mountain (Sogdian Rock. the Stronghold Site Duration Modifier
stronghold and domain itself can be a rich source of plunder. If siege by Marcus. A stronghold is captured in an assault whenever all of the
EXAMPLE: Moruvai’s stronghold (24. This represents. Light (3) 1
Ballista. Medium 10
Trebuchet.
in the defending army from the number of units in the besieging Should the PCs intervene in the siege. Mont. Heavy 12
86 Sieges. Simplified
Daniel Thorp (order #7365502)
. Large 2
Siege Tower. Spoils of War (p.
A stronghold is destroyed by reduction when its structural hit Moruvai’s army has 12 units.
Ballista. Marcus’s unit advantage is (70 . the Acropolis) x5
A victorious besieger may pillage the domain. e. with two exceptions related to morale collapse. Heavy 3
Hoists (10) 1
Siege Tower. Light 1
Catapult. A result which suffer a Rout result are considered to have surrendered
of “-“ indicates that the besieging army is not strong enough to the besieging army.” away from the activities of player characters. and so on. terms of a voluntary Peninsula (Constantinople) x3
surrender may forbid the besieger from pillaging the domain. units. Medium 2
Catapult. 74). Again.
structural hit points with the besieging army’s unit advantage. Pillaging Domains (p. 64). the spoils of war from a victorious siege are
equal to one month’s wages of each defeated unit. See hit points would indicate. giving Marcus a total of 70 units. Defenders
indicates the stronghold is captured without a fight.000 shp.g. the Judge sees that it will take 18
SPOILS OF SIEGES days for Marcus to capture Moruvai’s stronghold. Play the final
To use the table.20) 50
must either sally forth or surrender when this occurs.
it would take Marcus 72 days to capture it instead of 18. or similar piece
each prisoner captured is worth 40gp if sold as a slave or of inaccessible terrain is harder to capture than its structural
ransomed. 85) is designed for just these sallying forth when all hope is lost. Standard 1
Siege Tower.
SIEGES. Heavy 1
Battering Rams / Screws (6) 1
Catapult. the Judge can calculate
army.. cross-reference the besieged stronghold’s battle as normal. Defending units which suffer a Flee result are assumed to be
A numerical result indicates the number of days it will take cowering in the rubble rather than actually putting any distance
the besieging army to capture the stronghold. Michel) x4
3. He also has 4 light
at least one defending unit remains undefeated after the assault. Modify the duration of the siege as
Chapter 4. and so on. the besieging army mopping
occasions! up after the stronghold is reduced. as shown on the table below. and defending army. just
It isn’t always important to know how a siege was fought – resolve a battle (not an assault) between the besieging army
sometimes all that matters is who won and how long it took. A result of “0” between themselves and the encircling attackers. The stronghold will be reduced to 0
shp when the listed number of days has occurred. Any defending units in the stronghold
a total of 20 units. In addition.000 shp) is under
defending units are defeated and there are no units in reserve. Moruvai also has 4 medium
catapults. which count as (4 x 2) 8 bonus units. Medium (2) 1
Ballista. the defending army
The Duration of Siege table (p. A stronghold situated on a mountain. Moruvai has
points are reduced to 0. Huge 8
Trebuchet. These count as [(4 x 1) +
the stronghold has held. Cross referencing Marcus’ unit advantage of 50 with
the stronghold’s 24. EXAMPLE: If Moruvai’s stronghold were an island-fortress. Marcus has 50 units. Experience points are assigned as with a battle. See Chapter Island (Tyre. This table is especially useful for resolve sieges that are happening
Unit advantage is calculated by subtracting the number of units “off camera. point when the PCs arrive. catapults and 2 light trebuchets. St. reduced to
Artillery / Siege Equipment Bonus Units 50% of its shp when half the time has elapsed. shown on the table below. island. (2 x 8)] 20 bonus units.
In addition to the spoils taken from the dead troops.
defenders with a blockade.

Chapter 6: Vagaries
Fortune. which has a great deal of power in other matters but
especially in war.
– Julius Caesar
Daniel Thorp (order #7365502)
. can bring about great changes in a situation
through very slight forces.

59-63 Tribute: Tribute pours in from vassals and clients. The ally should be
as he deems most appropriate to the circumstances.
08-12 Treacherous Mercenaries: Immediately after receiving its a general.
79-83 Stout Recruits: Hard times breed hard men. commander. (Note that mercenary wages are not changed. (If no such domain or realm
The use of these tables is strictly optional. fighter with command characteristics of a mercenary captain. a unit of mercenaries abandons the leader.
realm offers its services.)
bid to serve them. starting with the physically oldest
military makes the merchant’s guild feel secure. impressed by the makes the merchant’s guild feel secure. for more details. In all other cases. horror to the careful. mercenary captain. Roll on the Vagaries principality is normally 5d6 x 100gp per month.
94-98 Bold Captain: A young commander of surprising talent
emerges from the army’s ranks. offers an alliance. challenging task. If the leader rules a
we present a variety of random tables designed to bring the kingdom or empire. and if an empire. The ally will support the leader if he
and interest comes at a cost in extra book-keeping and added goes to war by sending ½ his garrison in support. these will be brigade-sized units of 1.
Specific rules for using the vagaries tables are presented
separately for each table. Some mercenaries is increased by 2d4x100%. See the entry for
mobilization to raise prices.
Die Roll Vagary of Recruitment
01-02 War Declared: A rival ruler. conscripts. ill health. for the next 1d6 months. However. The leader’s largest
leader’s growing military might. an 8th level cleric will accompany the brigand army. effect). a mercenary major. His base morale score is +1 instead of -2. In all other cases. weather. As a general rule. if a kingdom. each led by a 5th level
falling off a horse. If the leader’s realm is
03-07 Resignation: One of the army’s commanders unexpectedly a principality.
increasing the leader’s war-chest.
84-88 Surplus Sellswords: Peace has broken out in a neighboring Commerce Disrupted: Rumors of war make the merchant’s
realm. impressed by the leader’s
the event to make it plausible. or treat it as a “no vagary” result. a
of Recruitment table each month that a leader is recruiting Bidding War vagary occurs. Brigands: Renegade mercenaries begin to harass the realm. Here sized units of 480 infantry or 240 cavalry. a 5. The overall army leader will be a 9th level fighter with command
33-37 Commerce Disrupted: Rumors of war make the merchant’s characteristics of a mercenary colonel.920
chaos and confusion of war to your Domains at War campaigns.
complexity. the young commander has the characteristics of
resigns. infantry or 960 cavalry. and a 50%
38-42 War Profiteers: Merchants take advantage of the chance a mage of level 8+1d2 will be present. Military history abounds with battles won or lost through the Note: Certain vagaries will cause the leader to gain or lose units. alter Alliance Offered: A nearby realm. lose company-sized units of 120 infantry or 60 cavalry. declares war. Domains at War purposes.
88 The Vagaries of Recruitment
Daniel Thorp (order #7365502)
. this event has no
the leader as a henchman. guild nervous about doing business in the realm. the Judge should re-roll. There is a 30% chance
guild nervous about doing business in the realm. and its mercenaries are available for hire. The commander can be restored to life through restore life and
74-78 Soldier of Fortune: An experienced soldier offers to serve limb or similar magic. The leader’s
89-93 Mercenaries: A unit of mercenaries offers its services to largest urban settlement is treated as one market class smaller
the army. militia. or other circumstances. Commander Casualty: Make a saving throw versus Death for
64-68 Commerce Improves: The increase in the size of the each commander in the army. growing military might. from the army’s ranks to serve the leader. he has the characteristics of a
wages.
28-32 Brigands: Renegade mercenaries harass the realm. The vagaries of war can bring defeat If the leader rules a duchy or principality. whenever a vagary VAGARIES OF RECRUITMENT INDEX
result is implausible or irrelevant.
Bidding War: A rival leader’s recruitment efforts make it harder
THE VAGARIES OF RECRUITMENT to find and hire mercenaries. Commerce Improves: The increase in the size of the military
99-100 Alliance Offered: A nearby realm. The cost of finding and hiring mercenaries is increased
500% to 5d6 x 500gp per month.
18-22 Weak Recruits: Any conscripts and militia recruited this The brigands can be treated as an independent enemy army for
month are a weak and sickly lot. (If no failure occurs. and victory to the lucky. a colonel. The brigand “army” consists of 1 unit
23-27 Commander Casualty: An army commander dies from of bowmen and 1 unit of light cavalry.
All Quiet: No vagary befalls the leader this month. these will be battalion-
to the proud. or vassal troops. betrayed by commanders. The cost of finding and hiring
Raising an army can be an uncertain. the leader will gain or
They include mechanics for disease. The first commander to fail the saving throw has
69-73 Foreign Legion: A unit of mercenaries from a foreign died from falling off a horse.
13-17 Bidding War: A rival leader’s recruitment efforts make it
harder to find and hire mercenaries. EXAMPLE: The cost of finding and hiring mercenaries in a
and preemptively attacked by rivals. The bidding war lasts
rulers find that peasants flock to their banners and mercenaries for 1d6 months. offers an alliance.
unlikeliest of circumstances. ill health. The Judge rolls 2d4 roll and gets
mercenaries. re-roll this vagary). cheated by mercenaries. threatened by the leader’s Bold Captain: A young commander of surprising talent emerges
mustering of arms. and more. The increase in variety exists. or other circumstances. Brigands in the Adventurer Conqueror King System core rules
43-58 All Quiet: No vagary this month. selected from a neighboring domain or realm of approximately
the same size as the leader’s own. Other would-be conquerors are abandoned by
conscripts. omens.

The first commander with a result of
mustering of arms. make a loyalty roll for in his overall realm. re-
resignation should be determined by the Judge. or other
plausible reasons.Campaigns
urban settlement is treated as one market class larger for the health. If hired.
each commander in the army. the unit might be horse
Surplus Sellswords: Peace has broken out in a neighboring
archers from Skysos. The Adventurer Conqueror King System: Domains at War .
the lesser of one month’s wages for his army or one gp per family
Resignation: When this vagary occurs. and its mercenaries are available for hire. The crop of
riders from the Waste. make a loyalty roll for each mercenary unit in leader as a henchman. regardless of how many are hired. increasing
Type and Equipment by Class table (use the army leader’s class).
next four time periods. It might be ill
Vagarities
The Vagaries of Recruitment 89
Daniel Thorp (order #7365502)
. threatened by the leader’s
with the lowest morale. defection to an enemy ruler. disappointment at assigned duties.
Foreign Legion: A unit of mercenaries from a foreign realm Stout Recruits: Hard times breed hard men. starting with the unit with the lowest morale. (If no such domain or realm exists. this event will expect pay and position in the army appropriate to his class
has no effect). The soldier of fortune’s base level is
unit with a result of ‘Resignation’ or ‘Enmity’ deserts from the two levels lower than that of the leader. The first NPC Parties rules in ACKS. (If no failure
from a neighboring domain or realm of approximately the same
occurs. The soldier of fortune
army the day after it is next paid. The rival should be selected
‘Resignation’ or ‘Enmity’ unexpectedly resigns.). For example. The type of mercenaries will be conscripts and militia recruited this month qualify for advanced
of a sort not generally available to the leader. The leader receives gold pieces equal to
There is a 25% chance the mercenaries are veterans. this event has no effect). language difficulties and cultural
mercenaries available in the leader’s realm is doubled for the
mistrust will impose a -1 penalty on the unit’s base morale.
Determine the type of mercenaries by rolling on the Follower
Tribute: Tribute pours in from vassals and clients. etc.
Treacherous Mercenaries: Immediately after receiving its
wages. if the training (as heavy infantry. Twice as many
offers its services to the army.
the leader’s war-chest. The reason for the commander’s
size as the leader’s own. and level. starting with the commander
War Declared: A rival ruler. or even wolf
realm.
leader is a legate of the Auran Empire. a unit of mercenaries abandons the army. declares war. cavalry. barbarians from Jutland. Generate the soldier of fortune using the
the army. (If no failure occurs. When this Soldier of Fortune: An experienced soldier offers to serve the
vagary occurs. this time. Mercenary wages do not increase during
Mercenaries: A unit of mercenaries offers its services to the army. disagreement with
next 1d6 months. the leader’s foreign policy.

The
the army’s leader. roll this vagary. but report the army’s movements to the enemy. with the lowest morale. tinkers. The brigand “army” consists of 1
mobilization to raise prices. reduced by 1/3. peddlers.
96-98 Defection: An enemy commander defects to the army.
supplies.920
THE VAGARIES OF WAR infantry or 960 cavalry.
90-92 Spy Caught: An enemy spy is caught and killed by the The commander can be restored to life through restore life and
army.) If there is an opposing army
90 The Vagaries of War
Daniel Thorp (order #7365502)
. presence of the civilians creates chaos and ill-discipline. the camp followers around! If the army leader drives off the
81-83 Friendly Lord: A local lord makes generous gestures camp followers. these will be brigade-sized units of 1. While
73-76 Supply Boon: The army is well-provisioned from local the camp followers are with the army. by 10% (representing provisions lost to banditry) and its
21-24 Brigands: Brigands raid the army’s supply lines. make a loyalty roll for each
99-100 Plans Discovered: The enemy army’s plans have fallen commander in the relevant army. In all other cases. Roll 1d100
twice per week and use whichever result is lower (worse). its movement rate is
sources. may be subject to a variety of random
events. or other circumstances. and camp-wives. The cost of artillery ammunition.
towards the army.
01-02 Disease: A major outbreak of disease occurs in the army. or out of garrison for
troops.
06-08 Desertion: Scores of men desert the army. and enemy spies gain a +2 bonus to conduct
77-80 Friendly Peasants: The local populace keeps the army hijinks against the army. the soldiers enjoy having
apprised of enemy movements. Camp Followers: The army has attracted a following of
69-72 Legendary Leadership: A legend begins to grow around itinerants.
the army. the command characteristics of a mercenary colonel. Defection: When this vagary occurs. and a 50% chance a mage of level 8+1d2 will be present. Sieges place more stress on an army than normal. or other circumstances. or lose units to disease or desertion. the army’s supply costs are increased
falling off a horse.
46-55 All Quiet: No vagary this week. these
pathetic excuses for soldiery cannot qualify as anything except Note: Certain vagaries will cause the leader to gain or lose units. which he will use to attack as swiftly as possible. this event has no effect. and weapons is increased by 10% for 1d4 seasons. Use of
Weak Recruits: Any conscripts and militia recruited this month
the Vagaries of War table during sieges is highly recommended. limb or similar magic. each led by a 5th
32-36 Siege Train Problems: The hazards of campaigning are level fighter with the command characteristics of a mercenary
hard on siege artillery. more than one month. (If no failure
occurs. If the leader rules a
kingdom or empire. starting with the commander
into friendly hands. prices increase an additional 10%. brigands can be treated as an independent enemy army for
29-32 War Profiteers: Merchants take advantage of the Domains at War purposes. starting with the physically oldest
87-89 Ministers: Clerics arrive to attend to the spiritual needs of commander. Nevertheless. died from falling off a horse. The first commander to fail the saving throw has
the army.
84-86 Local Guides: Helpful natives guide the army through Commander Casualty: Make a saving throw versus Death for
their land.
the Vagaries of War table each week after checking for supply.
09-11 Spy Caught: A friendly spy is caught and killed by the Artillery Cache: The army has stumbled upon a cache of
enemy. be approached by
War Profiteers: Merchants take advantage of the mobilization
mercenaries. Roll 1d100 on
to raise prices. The first commander with a result of
‘Resignation’ or ‘Enmity’ becomes a defector. 30% chance an 8th level cleric will accompany the brigand army. See
56-60 Good Omen: A positive portent improves the army’s the entry for Brigands in the Adventurer Conqueror King System
morale. If the leader rules a duchy or principality.
are a weak and sickly lot. this event has no
93-95 Mercenaries: A unit of mercenaries offers its services to effect). unit of bowmen and 1 unit of light cavalry. It may acquire camp followers. The
week. ill health. artillery set aside by some foresighted commander in prior
12-14 Camp Followers: Itinerants and camp-wives arrive. core rules for more details. reconnaissance rolls are at -1 (because of the need to divert
25-28 Supply Problems: The army’s supplies do not arrive this light troops from scouting to guarding the supply lines). Each
creating chaos and ill-discipline.) The rival will have a full complement of vassal An army on campaign in enemy territory. this counts as a calamity for morale purposes.
All Quiet: No vagary befalls this army this week. Brigands: Brigands raid the army’s supply lines.
65-68 Artillery Magazine: A cache of ammunition is discovered. each commander in the army. campaigns. mounts.
VAGARIES OF WAR INDEX
03-05 Defection: A commander defects to the enemy army. has 1d6 days’ worth of ammunition. captain. these will be battalion-
sized units of 480 infantry or 240 cavalry. The army finds 1d4 different artillery units. harlots. the leader will gain or
Die Roll Vagary of War lose company-sized units of 120 infantry or 60 cavalry. While normally 50% of conscripts
A siege is just not a siege without the chance for an epidemic…
and militia would qualify to be heavy infantry or archers. ill health. Until the
18-20 Commander Casualty: An army commander dies from brigands are dealt with.
light infantry.
15-17 Treacherous Guides: Natives guide the army through their
land.
61-64 Good Weather: Good weather shines on the army. There is a
41-45 Ill Omen: An ominous portent worries the troops. armor. The overall army leader will be a 9th level fighter with
37-40 Bad Weather: Bad weather plagues the army. (If no failure occurs. Each
time this vagary is rolled.

and a successful proficiency
deserts from the army. then eliminated (since it rolled a natural 1 increases the morale of all units in the army by +1. The army gains a +2 to all reconnaissance
diseases. Subtract 10 from the army’s next roll on the
serious illness. Diseased troops cannot
move or fight. Certain of enemy movements. the rate at which disease can be cured is
until an opportune moment presents itself.
Ministers: 2d6 clerics of level 1d4 join the campaign and begin
The second unit rolls a 10. It requires one 9th level divine other means. Otherwise.
6-15 Putrid Fever 0 2 weeks Failed by 7+
16-30 Spotted Pox +1 3 weeks Failed by 8+ Good Weather: Good weather shines on the army. conquest. starting with the unit with the lowest each day.) If there is an enemy force within one week’s march. the enough time before the course of the illness ends for either
deserters will join the opposing army. offer a saving throw bonus.
the illness. If there are a greater or lesser number
over to the opposing army. If the offer is accepted. Each unit must then Friendly Peasants: The local populace keeps the army apprised
make a saving throw versus Death against the disease.
worries the troops. or a dark face in a storm.
Disease Type
Good Omen: A positive portent. After three weeks of
morale. The Judge rolls
1d100 on the Disease Type table and gets a 30. three 6th level of the other. such as a comet. His morale modifier
If the saving throw failed on a roll of natural 1.
will simply disband and make for home. (If no failure occurs. and the unit is removed from play. Legendary Leadership: A legend begins to grow around the
Vagarities
army’s leader. a flight of
Die Disease Save
eagles. and the army. income. Otherwise. feigning loyalty until increased or decreased proportionately. There is not
effect.
“Lion-Hearted” or “Hammer of the Scots”. army’s movement rate by 33% through their knowledge of
hidden passes and forgotten roads.
a 14 or better. The ministers
on the save). The Adventurer Conqueror King System: Domains at War . Otherwise. Determine the type of mercenaries by rolling on the
Death at +1. The third unit rolls a natural 1. This benefit is lost if the army requisitions
or loots supplies from any domains during the week. the defector will wait of casters or healers. The first unit rolls a 14 and avoids the illness. being less acute. rolls for the next week.Campaigns
within one week’s march. or fevers. The presence of these holy men
for three weeks.
Friendly Lord: A local lord makes generous gestures towards
Disease: Disease is endemic to any military campaign. After two weeks of casting cure disease
each unit in the army. the cleric can cure a unit. army leader. the defector will immediately defect divine spellcasters or chirugeons. Loyalty and morale rolls gain a +1 bonus for the next
1-5 Plague 0 1d8 days Failed by 6+
week. or by the amount
is increased by 1. but
then recovers. the deserters the cleric or the chirugeon to treat additional units. Saving throws should be made secretly Local Guides: Helpful natives offer to guide the army through
by the Judge.
become diseased for the listed duration. If the saving throw fails. the local guides increase the
their units will recover. this event has no throw. It is diseased ministering to the troops. He will offer to become a vassal or sub-vassal of the
at any time 1%-2% of the troops are probably ill with colds. a flight of crows. such as
At the end of the duration. the campaign or if the army leader acts contrary to their faith. There is a 25% chance the mercenaries are veterans. the troops in the unit
Vagaries of War table. This vagary represents something much base. The first unit with a result of ‘Resignation’ or ‘Enmity’ treating troops with medicine. such as an encounter with
76-100 Bloody Flux +4 1 week Rolled Natural 1 diseased animals. or nine physickers to cure one
from his current army and bring the units under his command sickened unit in one week. Loyalty and morale rolls suffer a -1 penalty
If the saving throw succeeds. so the disease Mercenaries: A unit of mercenaries offers its services to the
is spotted pox. the type of disease is determined with protected from looting. He will also pay a tribute of gold equal to his monthly
worse: a major epidemic breaking out amidst the army. so the army commanders are unaware of whether their land. The fourth unit rolls a 4. the chirugeon can cure a second unit. improves the army’s
Roll Type Bonus Duration Death
morale. two 7th-8th level divine spellcasters. or
spellcasters and/or healers. the lord will expect his domain to be
When this vagary occurs. or a vision of a deity in the clouds. then eliminated (since it failed the save by 8 or more).
EXAMPLE: The army has one 7th level cleric and one
Desertion: When this vagary occurs. the diseased troops expire from
defeated in two consecutive battles. Add 10 to the army’s next roll on the Vagaries of War table. the troops in the unit avoid any
for the next week.
campaign when a “disease” event is rolled.
then. one army has gotten access to the battle plans
spellcaster. mole. The army’s
31-50 Bilious Fever +2 4 weeks Failed by 8+ strategic movement rate is increased by 33% for the next week. It is diseased for three depart the army if camp followers (see above) are permitted on
weeks.
Diseased units can be cured through treatment by divine Plans Discovered: Through an intercepted courier. Each unit must make a saving throw versus army. and pillage by the army. In exchange. make a loyalty roll for chirugeon with it. The army benefiting from this vagary learns the
The Vagaries of War 91
Daniel Thorp (order #7365502)
. and extend the use of his stronghold as a supply
diarrhea. It is diseased for three weeks. 0th level mercenaries have a saving throw versus Follower Type and Equipment by Class table (use the leader’s
Death of 15+. diseased troops either recover or die. The local guides remain with
EXAMPLE: An army of 4 0th-level mercenary units is on the army for one week. so with the +1 bonus the units will need to roll class). The benefit is lost if the leader’s army is ever
noted on the Disease Type table.
a roll of 1d100 on the Disease Type table. He acquires a sobriquet or victory title.
51-75 Ague +3 1d4 weeks Failed by 10+ Ill Omen: An ominous portent. the
diseased troops recover.

Windy Strategic movement rate halved. For example. If the offer is accepted. The cost of artillery ammunition. without the army leader being responsible for paying
with the current season. Hills Barren. the spy may be interrogated. Reconnaissance rolls suffer -2 penalty due to limited visibility. begin spying on the army for the enemy. bandits. If the artillery has a siege engineer or
artillerist assigned to it. Out of supply penalties doubled due
to heat exhaustion and dehydration. lack of supply (-1 hp per day. In clear. Each time this vagary is rolled. and weapons is increased by 10% for the duration of
construction project (remember that the repair rate for wood is the campaign. it War Profiteers: Merchants are making enormous profits from
saves as a normal man. 10% chance of a disease vagary each week due to exposure. Whether this is due to bad weather.
Snowy Strategic movement rate halved. add the durations together.
It should be noted that this vagary is far more punishing on
certain seasonal and terrain combinations than others. Winter Treacherous Guides: Helpful-seeming natives offer to guide
campaigns in mountain terrain or summer campaigns in jungle the army through their land. 10% chance of a disease vagary
due to wetness.
week. and leadership of the opposing army as Spy Caught: The army has caught a spy from an opposing
if it had scored a major success on a reconnaissance roll. This vagary represents a bout of very severe weather. 10% chance of a disease vagary each week due to wetness. the result is the same: The army is
The effects of severe weather are noted below. Desert Mountains Swamp Jungle
Spring Mild Hot Mild Hot Mild Mild Hot
75% Rainy 10% Windy 75% Rainy 25% Windy 25% Rainy Rainy 25% Rainy
Summer Hot Hot Hot Hot Mild Hot Hot
25% Rainy Calm 25% Rainy 5% Rainy 25% Windy Rainy Rainy
Fall 75% Cold Mild 75% Cold Hot Cold Mild Hot
10% Windy 50% Windy 10% Snowy Calm 50% Snowy Rainy 25% Rainy
Winter Cold Mild Cold 75% Hot Cold Cold 25% Hot
10% Snowy 75% Rainy 25% Snowy Calm Snowy Rainy Rainy
Effects of Severe Weather
Temperature
Mild No effect
Cold Strategic movement rate halved. Increase the army’s
movement rate by 33%. The first line indicates the temperature supply cost. if both Cold and Snowy conditions well-provisioned force to turn to requisitioning and looting. and scrub terrain. If severe weather does not occur. for
are indicated. for example. movement will be reduced to 25% normal (50% x otherwise the army will suffer the unfortunate consequences of
50%) while disease will have a 20% chance of occurring. additional 10%. grass. The army’s market class is raised by 1 for purposes
condition and the second line indicates the atmospheric of equipment availability this month. The local guides remain with
on siege artillery. Supply cost increased 25% due to more water consumption. (If this vagary is rolled again while a severe The army might get donations of bread from friendly peasants. -1 to attack throws and damage
rolls per day. Either way.
weather vagary is ongoing. Reconnaissance rolls suffer -4 penalty due to limited visibility. location. can be disastrous. Prevents mud from forming.
mild temperature or calm atmosphere results instead. All effects are out of supply.
Wind and Rain
Calm No effect
Rainy Strategic movement rate halved. organization. reconnaissance rolls suffer -4 penalty due to sandstorms. but give the enemy one free hijink and a
Siege Train Problems: The hazards of campaigning are hard
+1 bonus on reconnaissance rolls. Some entries may indicate there is only a percentage
Supply Problems: The army’s supplies do not arrive this
chance for severe weather.
artillery piece in the army. halving movement again.
Severe Weather Conditions
Season Clear.
Hot Strategic movement rate halved. The army is automatically in supply
and cross-index the terrain of the 24-mile hex the army occupies this week. Make a saving throw versus Death for each
the army for one week. If there are no spies infiltrated into the
army. or be able to fish
this vagary occurs. If there are one or more spies infiltrated into the army. or other causes. otherwise. then the army has caught a soldier that had just become a
turncoat.) When stumble upon a herd of migrating animals. In barren or desert terrain. Grass Scrub Woods. Supply Boon: The army is well-provisioned by local sources.
92 The Vagaries of War
Daniel Thorp (order #7365502)
. it saves as a 4th level fighter. army. It also army. corruption. prices increase an
5 shp per gp of construction rate). the guides
terrain.
cumulative.
the land turns to mud.
the weather is mild enough to not substantially impact a military
campaign. mounts. refer to the Severe Weather Conditions table in nearby lakes and rivers. and a morale calamity). armor.
automatically wins the next initiative roll against the opposing choose one randomly. A failed saving throw means the artillery the campaign. He will know
Severe Weather: Domains at War assumes that most of the time
1d4 common pieces of information about the opposing army.
piece has broken (0 shp).
condition.
lasting for 1d4 weeks. Broken artillery can be repaired as a supplies. Supply problems can cause even the most lawful.
sabotage.

each creature in the foray. fallen trees. and oil. Booby Traps: Battlefield traps confound. or magical spells have ignited the battlefield. Heavy: The battlefield is punctuated with breached
71-75 Monsters: Monsters have been drawn to the battlefield by stone walls. and similar debris. Each time PCs make a staked 4 BR.
91-95 Scattered Bodies: Bodies of the fallen are scattered across Deserters: Deserters seeking to flee the battlefield interrupt the
the battlefield. trees. Due to the wet. Debris.
Battle Standards: The vanguards of the armies are so close that
flesh. The distance between the heroes and each group of foes
is halved. striking friend and They will belong to whichever side has fewer HD present in the
foe.
will occur during that foray. Fire: The battlefield is on fire! Burning pitch. proficiency throws).
dangerously littered terrain. make an
Note: Whenever “battlefield” is mentioned below.) All creatures on either side gain +2 to morale rolls
heroic foray.
fire onto the battlefield. The PCs are surprised for the first round of the
making reaction rolls. fire-breathing Debris. or magical spells have ignited blood. cover available to make use of their abilities (+2 bonus to
81-85 Reinforcements. A moving PC has a 1 in 6 chance of moving
and mud. Calm Amidst the Storm: No vagary occurs. fight. kill.
fire-breathing monsters. Friendly: Friendly troops join the foray.
96-100 Volley of Arrows: Arrows fill the skies. Dangerous: The fighting is taking place on terrain
monsters. In each of the first 5 rounds of
walls. caught in the blast radius of a catapult stone. flaming arrows.
points of damage. The Adventurer Conqueror King System: Domains at War .
24-28 Calm Amidst the Storm: No vagary occurs. the foray. A hit means the creature has been
not necessarily the battlefield as a whole. flaming arrows. spent ammunition. and monsters are involved. roll 1d4 to determine the number of vagaries that because of the presence of their battle standards. Creatures that run or
61-65 High Ground: The defending army has seized the high charge must make a saving throw versus Paralysis or suffer 1d4
ground. The deserters will enter the battlefield from their enemy’s
side and seek to escape to the friendly side.Campaigns
THE VAGARIES OF BATTLE for this foray. Enemy: Enemy troops join the foray.
86-90 Reinforcements.g.
01-03 Ambush: A trap is sprung and the battle is suddenly more
dangerous. mud. dangerously littered with discarded weapons. and no charging or running is
76-80 Piles of Dead: Huge piles of dead troops lie in heaps on permitted. roll 1d100 on the Blood and Mud: The battlefield here is soaked in blood and
Vagaries of Battle table to see what the PCs are confronted with. If the PC fails to
13-17 Bombardment: A nearby unit of artillery begins lobbing detect the trap (normally requiring a proficiency throw of 18+). splinters of
Vagarities
56-60 Fog and Smoke: A thick cloud obscures the battlefield.
29-30 Culmination: The battle nears a culminating point as
troops from both sides join the foray. and fragments of bone. and suffers 4d6
points of damage unless it makes a successful saving throw
Die Roll Vagary of Battle
versus Blast.
(e. staked. There is one trap on the battlefield for each point of BR
that each side’s battle standard is within sight.
51-55 Fire: Burning pitch.
66-70 Marauders: Bandits and cut-throats are attempting to use
the chaos of battle for their sinister ends. Heavy: The battlefield is punctuated with
breached stone walls. slippery conditions. foray. Double the BR staked
The Vagaries of Battle 93
Daniel Thorp (order #7365502)
. Dangerous: The fighting is taking place on Battle Rating staked. There will be 10 HD of deserters present per point of BR
staked.
foray. re-roll a “Volley of
Arrows” result). For each vagary. and other obstacles. The typical battlefield trap is a concealed pit filled with
08-12 Blood and Mud: The battlefield here is soaked in blood sharpened stakes. (For example. Thieves and others skilled in hiding will find ample
the ground. resolve the foray as if they had
wizards. points of damage). crumbling from both sides join the foray.
Creatures that run or charge must make a saving throw versus
46-50 Deserters: Deserters seeking to flee the battlefield
interrupt the fight. creatures that roll a
Re-roll any results that make no sense in the context of the battle natural 1 on attack or saving throws fall prone. PCs and NPCs from
Ambush: A trap is sprung and the battle is suddenly more
their side may attempt to rally them to return to the fight by
dangerous. Bombardment: A nearby unit of artillery begins lobbing fire
onto the battlefield. an additional 10 HD of creatures will join per point of
36-40 Debris.
limbs.
he falls 10’ (1d6 damage) onto 1d4 spikes (each dealing 1d6
18-23 Booby Traps: Battlefield traps confound. it refers to the attack throw with a target value of 18+ (ignoring armor) against
particular area of the battlefield where the foray is being fought.
the blood and slaughter. The deserters will arrive 1d4 rounds after the foray begins. crumbling walls. spent ammunition. fallen trees. and ancient ruins. ancient ruins. Culmination: The battle nears a culminating point as troops
31-35 Debris: The area is littered with tree limbs. Movement rates are halved. if the PCs staked 2 points of BR
Battles are never straightforward. and maim the
04-07 Battle Standard: The vanguards of the armies are so close unwary. Paralysis or fall down prone half-way through their move.
Debris: The area where the fighting occurs is littered with tree
41-45 Debris. if neither side has any missile weapons. shattered wood. and maim
the unwary. and similar debris. particularly when heroes. all participants must make a
each side’s battle standard is within sight. Each round. 1d4 rounds after the foray begins. kill. when they entered the foray. The deserters will
VAGARIES OF BATTLE INDEX
attack any creatures that block their escape. into a previously-undiscovered battlefield trap.

Because of the cadaverous litter. Line of sight is reduced to 30’ for the duration 02). or vagary of battle desired. A
miracle or wish can also be used to undo or avoid an undesirable
vagary.g. The corpses
may be animated by necromancers. Thieves and others skilled
in hiding will find ample cover available to make use of their
abilities (+2 bonus to proficiency throws).
the enemy straddling its lines of supply.
EXAMPLE #2: Marcus’s army is trapped in the Waste with
Defending creatures receive +1 to AC and +1 to attack throws. A hit deals 1d6 points of damage to the creature
struck. and no charging or running is permitted.
well-fed army returns to the attack. and Marcus’s
and make off with their carried equipment. He casts a long-hoarded wish spell and calls
Fog and Smoke: A thick cloud obscures the battlefield. Bread and water rain from the skies. but if it cannot break through it will starve to death. vagary of war. 10 HD of brigands arrive per point of Battle Rating asks for “manna from heaven” to sustain the army. Movement rates are halved because of the carrion
obstacles. creatures that
run or charge must make a saving throw versus Paralysis or fall
down prone half-way through their move. Balbus. All creatures suffer a
-2 penalty to morale rolls due to the awful carnage. Line of sight is reduced to 30’ due to smoke. striking friend and foe. 1d4 rounds after the foray Marcus’s clerical advisor. In lieu of more
traditional effects (e.
Volley of Arrows: Arrows fill the skies. and so on. The resulting epidemic devastates the besieging army. 10 HD
of monsters arrive per point of Battle Rating staked. resolves the miracle as a Supply Boon vagary (vagary of war
72-76). burning Judge resolves this as a Disease vagary (vagary of war 01-
smoke.
94 Wishes and Warfare
Daniel Thorp (order #7365502)
. It is too weakened
Marauders: Bandits and cut-throats are attempting to use the to fight.
Monsters: Monsters have been drawn to the battlefield by the
blood and slaughter. The
of dust kicked up by marching men.
either to benefit the caster’s army or to harm an enemy’s. The monsters will attack weak and
damaged creatures. magical clouds.
WISHES AND WARFARE
When archmages battle theocrats for control of empires. All creatures suffer a
-1 penalty to morale rolls due to sight of the casualties. 1d4 rounds after the foray begins.
Scattered Bodies: 1d10x10 bodies of the fallen are scattered
across the battlefield.
chaos of battle for their sinister ends. because down an outbreak of plague on the opposing army. or determine it randomly based
on the battlefield’s terrain.
High Ground: The defending army has seized the high ground. uses a scroll of miracle and
begins. 10 HD of creatures will join
per point of Battle Rating staked. make an attack throw with
a target value of 15+ (modified by AC) against each creature
in the foray.
Piles of Dead: Huge piles of dead troops lie in heaps on the
ground.
enabling Quintus to sally forth.
Reinforcements: Additional troops join the foray from one of
the sides 1d4 rounds after it begins. The Judge
may pick the monster type. saving throw versus Blast or suffer 1d4 points of damage from
EXAMPLE #1: Quintus’s stronghold is besieged by an army
fire. raising the dead).
1d4 rounds after the foray begins. a character casting
either of those ritual spells may use them to bring about any
vagary of recruitment. The brigands will attack weak and damaged creatures. of beastmen. fate
itself may give way to miracles and wishes. The Judge
staked.
of the foray. The corpses may be animated by
necromancers.

battalion: a large-scale unit representing 4 company-sized units. burning pitch. Armies of
and 12.000 troops are organized using battalion-scale units.000 troops or more are organized using brigade-
artillerist: a specialist capable of overseeing a battery of 3-5 scale units. powered either by tension of a stronghold’s walls. An assault turn is to an assault what
a battle turn is to a battle. rounded down.
arson: a type of hijink in which an infiltrated perpetrator brigade: a large-scale unit representing 4 battalion-sized units
attempts to reduce a stronghold by setting it on fire. and earthen ramparts. catapult: a one-armed tension. medium.000 shp
armorer: a specialist hired to produce. usually consisting of a mix of wooden
(composite bow) or torsion spring mechanisms. point.
assault turn: a period of game time representing approximately character: an individual within the game-world. commander: the supervisor or officer of a division of units. trenches. suffering 25% of greater casualties. fast-moving creatures.
pieces of artillery. The supply cost for these units is generally four times higher. ballistic.
battle rating. and stone. Circumvallations
cannot damage structures.000 troops are organized using company-scale units. breach: an entry into a stronghold created by dealing 1. Light ballista palisades.
Artillery attacks as the lowest level member of the crew. characterized by weight (1lb . A conquered domain may be added to the conqueror’s
personal domain or realm. or going
artillery crew: a team of troops manning an artillery piece. All catapults can
besieging army attacks the stronghold directly to capture it with damage creatures. or pitch). Every blockade: a method of capturing a stronghold in which the
division from each army participates in the battle. Artillery may fire casualties: a loss of troops due to units being destroyed or
shot of a lighter or heavier weight than indicated for their type. It is break point: 1/3 of an army’s starting number of units.
battle: a confrontation between two armies in the same 6-mile conquer: to capture all of the strongholds and settlements of an
hex. being out of supply.
180lb) and type (crude. and fix of damage. When an army loses units equal to or greater than its break
command of a particular leader. maintain. 10 minutes of hard fighting.
artillery duel: an exchange of fire between besieging and carnivorous troops: troops or mounts which require fresh meat.
ambush: a strategic situation in which an unaware army on the besieging army: an army laying a siege.or four-wheeled vehicle used in hunting.920 infantry or 960 cavalry.or torsion-powered siege engine
which hurls rocks. about 1.
Glossary 95
Daniel Thorp (order #7365502)
. stronghold. besieging army encircles the besieged stronghold with its forces
annihilation: an ending to a battle in which all units of one side to deny re-supply and escape.
are destroyed.
10 minutes of hard fighting. Armies of between 3. wood. and stone. army: the sum of the battle ratings of all the units conquered domain: an occupied domain in which all of its
in the army. and other inexpensive foodstuffs. striking small. occupied domain.
participate in an assault on a stronghold. or
assaulting unit: a unit from the besieging army selected to heavy varieties.
army: a body of troops raised by a domain or realm leader. Heavy
ballista can damage creatures. rounded
made up of all the soldiers from all sources that are under the up.
racing. all of its units must make morale rolls.
Armies of 12. wood. rather than wheat. without pay. or other projectiles from a
assault: a method of capturing a stronghold in which the sling or spoon attached to its throwing arm.001 cavalry. at least equal to ½ the garrison of the vassal’s realm. Calamities include routing from a battle.
but reduce maximum range by 25%. Artillery firing crude
ammunition suffer a -2 to attack throws.
artillery shot: ammunition.
defending artillery.Campaigns
GLOSSARY battle turn: a period of game time representing approximately
adventurer: a character played by a player. strongholds and settlements have been captured.
enemy ships and structures.
creatures or wood structures. or an equivalent number of larger creatures. Medium ballista can damage cost 100gp per 100’ length.
march is surprised by a fully deployed and ready army. company: a standard-sized unit consisting of 120 infantry or 60
or about 480 infantry or 240 cavalry. Catapults have difficulty
force of arms. The Adventurer Conqueror King System: Domains at War . grass. routed. Artillery call to arms: a demand by a leader that his vassals muster a force
crews without an artillerist specialist suffer -4 to attack throws.
circumvallation: a line of fortifications built outside bow-shot
ballista: a two-armed siege weapon. oats. but not stone structures. or 16 company-sized units. within. unit: a measure of a unit’s value on the battlefield. or warfare. 601 to 3. chariot: an open two. Chariots are available in light. Each breach allows 1 additional unit to assault a
weapons and armor. A stronghold
or settlement is captured when no opposing units are present
battle rating.
calamity: an event which triggers a loyalty roll by the unit
artillery: a siege weapon designed to bombard and destroy which experienced it.

a monster of at least 9 HD. A siege engineer may
locations.000 workers on a construction site work at their full
follower: a soldier attracted to the service of a leader by his
construction rate. Heroic forays
controlled: the role of a mindless creature that cannot be trained
resolve the actions of heroes on the battlefield by “zooming in”
or led. do not have to maintain lines
in a given time period.
of supply.
settlement under siege. sabotage. Any additional workers thereafter work at
prestige and reputation.
in an army’s line of battle and supervised by a commander
construction project: an endeavor aimed at building a reporting to the army’s leader. or similar large
domain: an area of land secured by a stronghold.
construction worker contributes each day to a construction
project. Followers have a higher willingness to
only 33% the normal construction rate. A maximum of attack during the next battle turn. smuggling. conscript: the involuntary and permanent levy of peasants into defending unit: a unit from a defending army selected to defend
a leader’s army. field fortification.
into a leader’s army. Howdah of any size can be built for
creature handler: a specialist trained to safely handle hunting
riding or war. but will not otherwise
stone. decrease the level or HD
requirements by two.
as the construction rate. least 4th level. In battalion-scale battles. journeyman.
96 Glossary
Daniel Thorp (order #7365502)
. The unit can attack again.
invasion: when an army moves into a domain controlled by
defending army: an army garrisoning a stronghold or urban
another leader without his permission. battle if possible.
required to secure these is factored into the labor cost of a
division: a group of units positioned in proximity to each other
project.
stronghold.
to where the action is. where it will track and kill
and rear. Multiple engineers level. and a construction rate envelopment: a strategic situation in which an army deployed
derived from the workers. The sum of the construction rates of all workers on the evasive stance: a strategic stance in which an army will avoid
project is the total construction rate.
and expensive item.000gp
construction cost.
wage rates remain the same.
first 3. although the workers’
fight and die for their leader than do other types of troops.
hungerless troops: troops which have no need to eat or drink. but must be magically controlled. The time and effort attack. howdah: a carriage mounted on the back of a creature of huge.
battle. and are never considered out of supply. In platoon-scale battles. Every division from each army participates in the
designated creatures.
hijink: a subversive act by a perpetrator designed to achieve a
craftsman: a construction worker with a construction rate of
covert objective. typically an apprentice. Every division from each army participates in
construction rate: the gp value of construction that a
the battle. A worker’s construction rate is normally
identical to his wage rate.
guard: the role of a creature of animal intelligence trained to
construction supervisor: an engineer or siege engineer
attack designated targets and defend designated characters or
overseeing a construction project. with a battle rating
built into a besieger’s siege mines from which sorties can disrupt
that abstractly represents the hero’s value on the battlefield. In brigade-scale battles. or colossal size. A fleeing unit may not
project. generally about ½ mile in diameter.
the digging. Craftsmen working in teams led by a master
gain improved construction rates. An engineer may supervise one construction hero: in company-scale battles. it counts as routed. a PC. If the battle ends before the
12.
or guard creatures. known
them by four.
crop: the total number of mercenaries available of a given type
Such troops have no supply cost.000 workers may work on any given construction site.
deep envelopment: a strategic situation in which an offensive
hunter: the role of a creature of animal intelligence trained to
army is surprised by an attack by an opposing army on its front
accompany its handler on hunts.
supervise one construction project of up to 25.
gigantic. heroic foray: a fight between participating heroes and a
selection of foes drawn from the opposing army. Hijinks include arson.
master craftsmen. required for a construction project.
construction site: the geographic area around a construction flee: a possible result of a morale roll. a set of construction workers. for defense is surprised by an attack by an offensive army on its
front and flank. a peasant involuntarily and permanently levied against an assault on a stronghold. increase the level
construction worker: a laborer who contributes a gp value of
or HD requirements by two.
defensive stance: a strategic stance in which an army will fight
construction materials: raw materials. or a hero’s henchman of at
or siege engineers may work together to supervise large projects. an NPC of at least 7th
project of up to 100.
5sp to 1gp per day. increase
construction towards the cost of a construction project. siege engine.
countermining: a construction project in which tunnels are
heroic unit: a unit consisting of just one hero.000gp construction cost. or
and subversion. such as lumber and if battle is offered by an opposing army. ship. Each construction project has a construction
cost.

morale score: a characteristic representing the willingness of
troops to fight and die for their employer. yielding supplies
large to constitute an effective garrison. but the more that normal load: the encumbrance. It determines the maximum number of units
Unit Morale table made by units under his command.
lieutenant: the supervisor or officer of a unit. A perpetrator
map scale: the scale of hexes used on maps to chart the
who has become a spy within an enemy army is known as an
movement of armies. fully deployed. 1d3 pieces of information. when an army’s casualties exceed its break point.
player character: a character played by a player.
20gp of supplies looted.
mercenary: a hired soldier that will guard. supplies. would be enough to garrison the domain.
personal domain: a domain within a realm under the personal
marshal: a specialist hired to train soldiers in military discipline.
pillage: to plunder. It also determines the number of divisions a leader may morale roll: a roll on the Unit Morale table made during battle
have in his army.
lull in the fighting: during a battle. The Adventurer Conqueror King System: Domains at War . Armies of 600 or fewer
a unit or the commander of a division.
main body: the divisions of an army that are neither part of its
vanguard or rear guard.
25% or greater casualties. A character’s morale modifier modifies rolls on the
have them obeyed.
platoon: a small-scale unit representing ¼ of a company-sized
mercenary officer: a specialist hired to serve as the lieutenant of unit. or about 30 infantry or 15 cavalry.
be used for food. in stone.
Judge: a participant in a game of ACKS who controls NPCs.
NPC heroes can treat injured comrades. Prisoners know
militia: a peasant temporarily levied into a leader’s army. profitable. and prisoners. and weapon drill. morale collapse: an ending to a battle in which all units of one
side are destroyed or routed. rounded down. perpetrator: an assassin.
line of supply: see supply line. being out of supply.
infiltrated perpetrator. mercenaries must be found and from each army may participate in the battle.
leader: a character who controls a domain or realm. If the gp value (wages/
totaling 60gp per family. troops are organized using platoon-scale units. foragers. a creature can carry at
is taken the less remains for the peasants to survive on. A domain
occupied domain: a domain invaded by an army sufficiently
can be looted until no peasant families remain. For each its full movement rate. or going without
occupy: to invade a domain with a sufficient number of invading
pay. the domain
troops suffer a calamity. normal load divided by 5. and campaign pitched battle: a strategic situation in which two armies meet
for anyone who pays his fee. or
take other actions to prepare themselves for the next battle turn. less the gp value of any defending
loyalty roll: a roll on the Unit Loyalty table made any time troops.
movement. patrol. elven nightblade. Every division
which are levied involuntarily.
military campaign: the strategic maneuver of armies to defend player: a participant in a game of ACKS who is not the Judge
domains or conquer new domains.
as a result of a successful reconnaissance roll. but can be exceptionally
of the other army. on a mutually agreed battlefield. one peasant family is lost. thief.
troops to constitute an effective garrison. Unlike conscripts and militia. participating units: units in an army which are engaged in
fighting a battle during a specific battle turn. scouts.Campaigns
impregnable stronghold: a stronghold which cannot be monstrous worker: monstrous workers multiply their
reduced by siege-mining. or turncoats captured
fields of military science.
recruited into the army.
in the domain that an army is passing through. and sack a conquered domain to gain
meeting engagement: a strategic situation in which the gold. use magical healing.
in a division that a character can readily control at once during
a battle.
morale modifier: a character’s ability to inspire loyalty and
leadership ability: a character’s capability to give orders and
courage. strategic: movement of armies on the regional map
looting of supplies: a violent seizure of supplies from peasants
over days and weeks.
market class: a rating of the size and importance of the market. control of the realm’s leader. a period of up to one full
offensive stance: a strategic stance in which an army is actively
turn (10 minutes) in between battle turns during which PC and
seeking battle with opposing armies. either because it is entirely built on construction rate (normally that of unskilled laborers) by their
solid rock or entirely surrounded by water. Looting will
yield up to 20gp of supplies per peasant family. the nature of the information being
Glossary 97
Daniel Thorp (order #7365502)
. Pillaging a domain requires a
vanguard divisions of one army fights the vanguard divisions sizeable force and can take up to a week.
mount: the role of a creature of animal or sentient intelligence
livestock: the role of a creature of animal intelligence raised to
trained to serve as a steed. suffering is occupied. such as routing from a battle.
military specialist: a hireling with expertise in one of the varied
prisoners: (1) deserters.
month) of invading troops. loot. or similar
character tasked with carrying out a hijink.
physical fitness.

pits. The die roll weigh up to 32. the tunnels are filled with
army. huge. showing the terrain types.
40gp each. Prisoners can be sold or ransomed for
role: the manner in which an exotic creature serves as a troop. and roads in a region. settlement.
loyalty to his leader.
settlements. Huge creatures are 12’ to 20’ long or tall. Reduction tactics deal damage to the
of an offensive army fight the rear guard divisions of an evading
besieged stronghold’s structural hit points. Gigantic creatures are 20’ to 32’ long or tall. Man-size creatures are about the size of human
results of intelligence-gathering during a military campaign.
troops.
unit. or fed to carnivorous
determined by its natural intelligence and training. An attempt to capture a garrisoned stronghold or
urban settlement.
or pillaging a domain. The unit rallies under
the pressure of battle. worth of opponents in a heroic foray. navigable waterways. beings. and war mount/
proficiencies: particular areas of expertise that a character has troop. deployed to cover an evasion.
besieging army deploys bombardment and siege-mines to
skirmish: a strategic situation in which the vanguard divisions
destroy the stronghold.
developed due to his background. and weigh
its movement. To make a reconnaissance roll. and are the most likely to fight an evasive battle. Large creatures are 8’ to 12’ long or tall. and weigh more than 32. livestock. each
requisition of supplies: an orderly seizure of supplies from
prisoner captured is worth 40gp if sold as a slave or ransomed. and weigh up
Reconnaissance rolls are made each time an army completes to 2. See guard. the stronghold is reduced to flattened
rubble. typically a trained worker in a field such as
reduction: a method of capturing a stronghold in which the bricklaying or stonecutting. slave soldier: an enslaved soldier. The subsequent fire then
rear guard envelopment: a strategic situation in which an burns away the mine’s wooden support structures. are the tunnel and the structure above it.
realm: a collection of domains under the control of one
powerful leader. If the stronghold’s
army. war mount. determined by whether the prisoner is common.
hexes long.
siege: a confrontation between two armies in the same 6-mile
quartermaster: a specialist who manages distribution of hex. or training.
rear guard: divisions which cover the flank of an evading army’s
other divisions. valuable.
skilled laborer: a construction worker with a construction
while the “opposing army” is the army being observed. morale purposes. large. Its BR is increased by half when attacking siege engineer: a specialist skilled in the construction and
next battle turn. In addition. and set aflame.
reconnaissance roll: an abstract mechanism used to assess the or colossal. used as construction workers.000lbs. spoils of war: the spoils of war from a victorious battle are equal
to one month’s wages of each defeated unit. A routed unit is
pursue: to inflict additional losses on an enemy army in the immediately removed from play and counts as destroyed for
aftermath of its defeat in a battle. 32 6-mile hexes wide and 48 6-mile
covertly bring supplies into a besieged stronghold.000lbs. Supplies stake: to commit to fighting between 0 and 3 battle ratings
can only be requisitioned once every 6 months.
consisting of several domains or realms. siege mining: a construction project in which a series of
wood-reinforced tunnels are excavated under and around a
rear guard action: a strategic situation in which every division
besieged stronghold. urban. troop.
hunter. homeland. siege equipment: a device or machine used in the investment
and assault of strongholds.
There are five size categories – man-size. The total amount of
98 Glossary
Daniel Thorp (order #7365502)
.
peasants in the domain that an army is passing through.
pursuit throw: a roll of 1d20 against a target value set by the sabotage: a type of hijink in which an infiltrated perpetrator
type of pursuing unit. placement of temporary defensive works such as ditches.
rate of 2sp per day.
and barricades.
surprised by an attack by an opposing army on its front and
size category: a rating of a creature’s mass and height or length. or reserve: units in army which are held back from fighting a battle
very valuable.
rally: a possible result of a morale roll.000lbs.
Requisition yields 40gp of supplies per peasant family.
smuggling: a type of hijink in which the perpetrator attempts to
regional map: a map. collapsing
army’s rear guard divisions. (2) Able-bodied captives from winning a battle during a specific battle turn. Each hero chooses how
many points of battle rating he will stake. A successful throw eliminates an enemy attempts to destroy the supplies of a besieged army. the Judge rolls up to 8. gigantic.000lbs. and
2d6 and consults the Reconnaissance Rolls table. Colossal creatures are more than 32’ long
is modified based on the Reconnaissance Modifiers table.
shp are reduced to 0. in which one of the armies is within a stronghold or urban
supplies and provision to the troops of a unit.
“observing army” is the army making the reconnaissance roll. The or tall. Once the stronghold’s foundations are
of an offensive army fights the rear guard divisions of an evading
sufficiently undermined with tunnels.
combustible material.
rout: a possible result of a morale roll.
flank. major domains. mount. usually born into slavery or
enslaved in early childhood to be better indoctrinated with
region: the area within which a military campaign takes place.

gain a +2 bonus on attack throws against it. There is no game effect. Second. a stronghold can be
supply base or bases. envelopment.
stand firm: a possible result of a morale roll. ambush. town. the supplies. Trebuchets can be powered by traction (via men
and their state of awareness. typically a peasant. its units are
provisions.
bread.Campaigns
BR staked by all the heroes will determine how many foes the forces are driven off or a new. The strategic burning pitch. To function. or evasive. skirmish. defensive. deep trebuchet: a one-armed siege engine which hurls rocks. or or mercenary on labor detail.
unit: generally a company-sized formation of troops. The
surprised army may not make attack throws during the first
strategic ability: a character’s military puissance and
battle turn of the battle. and rear guard envelopment.
throws). it will
of 1 2/3 sp per day. etc.
have 1 shp per ton of weight. unobstructed route is found for
heroes face. either mutual awareness. a structure will
laborer. Traction trebuchets
strategic stance: a posture which determines how an army
are simpler and less expensive (reduce cost by 20%) but
reacts when it detects opposing armies. nor overextended. clear: a line of supply is clear if it is neither blocked
firm remains steady.
its supply base. Units of smaller size are known as platoons. The Adventurer Conqueror King System: Domains at War . the supply line can extend is limited by the terrain the supply
line traverses.000 troops.
passes through any hexes occupied by enemy forces. wherein an army is initially unaware of the opposing army. it must have a sufficiently valuable
structures. A line of supply is clear if it is neither blocked nor
the context of a siege. it must have a clear line of supply to
assaulted and defended by 1 unit. There are eight strategic situations in
all workers on a construction project. and other projectiles from a sling affixed to a long
situation is determined by the opposing armies’ strategic stance throwing arm.
supply line. If an army has 12. wheat. In the catapults when targeting creatures and structures. prisoner. a line of supply
urban settlement: a village. Trebuchets have the same benefits and drawbacks as
stronghold: a fortified structure securing a domain. representing the average rate of an unskilled
collapse in 1d10 rounds. its units are organized at platoon
which converts supply cost (gp) into food. water. blocked: a line of supply whose route through
vagary: a random event that may occur in certain circumstances. or unilateral awareness. and engineer. any reference to “strongholds” is inclusive
overextended.001 to 12. town. To calculate a stronghold’s unit
must meet three conditions.
organized at company scale.
unit scale: a measure of the size of units in armies.001 or more
240gp for each unit of 60 cavalry. pulling on the throwing arm) or by gravity (via counterweight
mechanisms fixed to the throwing arm). When an army has 3. Strategic stance may be
counterweight trebuchets are more precise (+2 to attack
offensive. When an
supply base: a friendly or occupied city. When an army has 601 to 3. and water. at War.
ogre-sized creatures.
supply line: a route between an army and its supply base. the standard scale for Domains
supply cost: a weekly cost incurred by armies on campaign. A unit standing supply line.
rate of 1 sp per day.
supply: an army on campaign must remain in supply at all times
unit capacity: the number of company-sized units that can
or suffer severe consequences. meeting engagement.
strategic situation: the circumstances under which two
total construction rate: the sum of the construction rates of
opposing armies meet. overextended: a line of supply whose route
encounter each other. In order to be in supply. Vagaries of
with a blocked supply line is out of supply until the enemy
Glossary 99
Daniel Thorp (order #7365502)
. slave.
state of awareness: the circumstances in which two armies supply line. an army
garrison a fortified structure. craftsman.
of urban settlements unless otherwise noted. or stronghold
army has 600 or fewer troops. For every point of unit capacity.000 troops.
which a battle occurs: pitched battle.
envelopment.
context of a siege. or city within a domain. Third. or ambush. As a rule of thumb. A
subversion: a type of hijink in which an infiltrated perpetrator
company-sized unit typically has 120 infantry or 60 cavalry or
attempts to subvert a stronghold’s defenses by unlocking doors. skilled laborer.
while units of larger size are battalions or brigades. First it must be able to pay a supply
capacity. or trick enemy scouts. add up the unit capacity of its constituent fortified
cost (in gold pieces).
opening gates. mutual between the army and its supply base is too long. Stratagems surprise: a circumstance arising in certain strategic situations
by PCs can be resolved as heroic forays. When a structure reaches 0 or less shp. its units are organized at brigade scale.
from one supply base to another.
fighting on the battlefield.
rear guard action.
stratagem: a plan or scheme to reconnoiter or scout enemy
positions. Supply cost is inclusive of fresh troops. The length that
unawareness. An army
Vagaries of recruitment occur when raising armies. its units
Supply cost is typically 60gp for each unit of 120 infantry and are organized at battalion scale. deceive. and other
scale. as well as pack animals and handlers
unskilled laborer: a construction worker with a construction
for the transport of the provisions. In
must be clear. and units attacking the surprised army
effectiveness.
structural hit points (shp): a structure’s ability to remain intact
typical laborer: a construction worker with a construction rate
despite damage. conscript. any reference to “strongholds” is inclusive of
troop: the role of a creature of sentient intelligence capable of
urban settlements unless otherwise noted.

dialogue. locations. deities.
translate and otherwise create Derivative Material of Open Game
Content. and
screws. worldwide. themes and graphic. language. artworks. transmit
workbeast: the role of a creature of animal intelligence trained or otherwise distribute. teams. motto. environments. Adventure Conqueror King™. proper names (characters. processes and
routines to the extent such content does not embody the Product
Identity and is an enhancement over the prior art and any additional
content clearly identified as Open Game Content by the Contributor. copy. or graphic
designs. concepts. upgrade. names and descriptions of characters. creatures
characters.
spells. (d)”Open Game Content” means the game
to pull heavy loads or carry burdens. generally
1st level fighters or explorers. logos. The following is designated as product identity: All trademarks. Vagaries of battle occur during DESIGNATION OF PRODUCT IDENTITY
actual battles and assaults. symbols. potation.
incidents.
and means any work covered by this License. Distribute. and
within the leader’s realm. plots. OPEN GAME LICENSE Version 1. (f) “Trademark”
means the logos. One-quarter symbols. stories. Adventurer Conqueror King
vassal: a henchman of a leader who governs a vassal domain System™. dialogue. Auran
Empire™ is a trademark of Alexander Macris. addition. names. Inc. but specifically excludes Product
Identity. (e) “Product Identity” means product and product line names. modify. and translations (including into other computer languages).
veteran: mercenary units with experience of real war. Domains at War™.
chooses to leave the battlefield before it is annihilated or routed. photographic and other
visual or audio representations. 1.
registered trademarks. transformed or adapted. royalty-
free.
logos and identifying marks including trade dress. storylines. war occur while on campaign. license. (h) “You” or “Your” means the licensee in terms of this
agreement. procedures. personas. artwork. is Copyright 2000 Wizards of the Coast.
and are the most likely to fight an offensive battle. publicly display. and siege towers. logos. designs.
formats. Grant and Consideration: In consideration for agreeing to use this
License. format. broadcast. characters. likenesses and
special abilities. the Contributors grant You a perpetual. All Rights
war mount: the role of a creature of animal intelligence trained Reserved. with the exception of material specifically excluded
voluntary withdrawal: an ending to a battle in which one side in the declaration of product identity. storylines. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. locations. mark. equipment. No terms may be added to
or subtracted from this License except as described by the License
itself. personalities. mechanic and includes the methods. hoists. Domains at War: Campaigns™ are trademarks of Autarch™. are open game content. storylines. plots. rent. improvement. The Auran Empire™
vassal domain: a domain within a realm under control of a brand and all proper names. The unit’s BR is halved compilation. Alexander Macris and
used by Autarch™ under license. extension. graphic designs. including translations and
derivative works under copyright law. correction. ACKS™.0a
The following text is the property of Wizards of the Coast. galleries.
magical or supernatural abilities or effects.
the Open Game Content. abridgment or other form in which an existing work
when attacking next turn. designs that are used by a
Contributor to identify itself or its products or the associated products
contributed to the Open Game License by the Contributor (g) “Use”.
100 Glossary
Daniel Thorp (order #7365502)
. Definitions: (a)”Contributors” means the copyright and/or trademark
owners who have contributed Open Game Content. You must affix such a notice
to any Open Game Content that you Use.). Domains at War: Battles™. locations.
modification. thematic elements. (b)”Derivative
war mount/troop: the role of a creature of sentient intelligence Material” means copyrighted material including derivative works
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to serve as a fighting steed.
“Used” or “Using” means to use. sign. may be recast.
vanguard: the divisions of an army that lead the marching order
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4. and
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Glossary 101
Daniel Thorp (order #7365502)
. based on
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D@W:
Campaigns also includes a streamlined system for resolving the outcome of pitched battles between army-
sized forces. your fantasy RPG characters can raise armies. and the favor of the gods. You sit at their campfire. then your campaign is
ready for the Domains at War: Campaigns rules. magic. campaign against
enemy forces.A. where the adventurers are bystanders
or front-line participants. and conquer domains. fully compatible with ACKS’s rules for mercenaries. strongholds. If your players are ready to rule. Now you
wield an army. Remember when you were like them? Back
when you first entered the dungeon.autarch.
Domains at War: Campaigns is compatible with any fantasy RPG system that uses twenty-sided dice and
shares concepts like hit points and armor class. It includes a comprehensive campaign toolkit for use in ongoing
games.
Domains at War: Campaigns™ (D@W) is a supplement for Autarch’s best-selling Adventure Conqueror King
System™ (ACKS).co 0 000000 000000
Daniel Thorp (order #7365502)
. but
the peasants levied from your lands seek courage in tales of your previous
victories.S.
glory. and rulership.
53000
AUT1004
TM
TM Printed in the U. you wielded a sword to fight for gold. Winning these earned you a throne. The mercenaries are veterans and sleep while they can. Tomorrow you will bring the battle to the foe.
www. and fight for the right to rule the domains at war. Tonight you walk among the
troops you’ll lead. Using the rules herein. ideal for resolving battles between NPC commanders. wearing your ring of invisibility so that
you can listen instead of command.

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